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Change: Use gender-neutral pronouns in console command messages (and comments) (#9203)

pull/9214/head
William Davis 2021-05-08 06:02:30 -04:00 committed by GitHub
parent f187708b3b
commit 881e1da51d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
19 changed files with 29 additions and 29 deletions

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@ -485,7 +485,7 @@ static bool ConKickOrBan(const char *argv, bool ban, const char *reason)
* would be reading from and writing to after returning. So we would read or write data * would be reading from and writing to after returning. So we would read or write data
* from freed memory up till the segfault triggers. */ * from freed memory up till the segfault triggers. */
if (client_id == CLIENT_ID_SERVER || client_id == _redirect_console_to_client) { if (client_id == CLIENT_ID_SERVER || client_id == _redirect_console_to_client) {
IConsolePrintF(CC_ERROR, "ERROR: Silly boy, you can not %s yourself!", ban ? "ban" : "kick"); IConsolePrintF(CC_ERROR, "ERROR: You can not %s yourself!", ban ? "ban" : "kick");
return true; return true;
} }
@ -544,7 +544,7 @@ DEF_CONSOLE_CMD(ConBan)
if (argc == 0) { if (argc == 0) {
IConsoleHelp("Ban a client from a network game. Usage: 'ban <ip | client-id> [<ban-reason>]'"); IConsoleHelp("Ban a client from a network game. Usage: 'ban <ip | client-id> [<ban-reason>]'");
IConsoleHelp("For client-id's, see the command 'clients'"); IConsoleHelp("For client-id's, see the command 'clients'");
IConsoleHelp("If the client is no longer online, you can still ban his/her IP"); IConsoleHelp("If the client is no longer online, you can still ban their IP");
return true; return true;
} }
@ -806,12 +806,12 @@ DEF_CONSOLE_CMD(ConMoveClient)
} }
if (ci->client_id == CLIENT_ID_SERVER && _network_dedicated) { if (ci->client_id == CLIENT_ID_SERVER && _network_dedicated) {
IConsoleError("Silly boy, you cannot move the server!"); IConsoleError("You cannot move the server!");
return true; return true;
} }
if (ci->client_playas == company_id) { if (ci->client_playas == company_id) {
IConsoleError("You cannot move someone to where he/she already is!"); IConsoleError("You cannot move someone to where they already are!");
return true; return true;
} }

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@ -607,7 +607,7 @@ static void CompanyCheckBankrupt(Company *c)
if (!_networking && _local_company == c->index) { if (!_networking && _local_company == c->index) {
/* If we are in singleplayer mode, leave the company playing. Eg. there /* If we are in singleplayer mode, leave the company playing. Eg. there
* is no THE-END, otherwise mark the client as spectator to make sure * is no THE-END, otherwise mark the client as spectator to make sure
* he/she is no long in control of this company. However... when you * they are no longer in control of this company. However... when you
* join another company (cheat) the "unowned" company can bankrupt. */ * join another company (cheat) the "unowned" company can bankrupt. */
c->bankrupt_asked = MAX_UVALUE(CompanyMask); c->bankrupt_asked = MAX_UVALUE(CompanyMask);
break; break;

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@ -2579,7 +2579,7 @@ static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accept
/** /**
* Compute who can service the industry. * Compute who can service the industry.
* *
* Here, 'can service' means that he/she has trains and stations close enough * Here, 'can service' means that they have trains and stations close enough
* to the industry with the right cargo type and the right orders (ie has the * to the industry with the right cargo type and the right orders (ie has the
* technical means). * technical means).
* *

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@ -194,8 +194,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
*/ */
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res) void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{ {
/* First, send a CLIENT_ERROR to the server, so he knows we are /* First, send a CLIENT_ERROR to the server, so it knows we are
* disconnection (and why!) */ * disconnected (and why!) */
NetworkErrorCode errorno; NetworkErrorCode errorno;
/* We just want to close the connection.. */ /* We just want to close the connection.. */
@ -293,7 +293,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/* If this is the first time we have a sync-frame, we /* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same * need to let the server know that we are ready and at the same
* frame as he is.. so we can start playing! */ * frame as it is.. so we can start playing! */
if (_network_first_time) { if (_network_first_time) {
_network_first_time = false; _network_first_time = false;
SendAck(); SendAck();
@ -1399,7 +1399,7 @@ void NetworkClientSetCompanyPassword(const char *password)
} }
/** /**
* Tell whether the client has team members where he/she can chat to. * Tell whether the client has team members who they can chat to.
* @param cio client to check members of. * @param cio client to check members of.
* @return true if there is at least one team member. * @return true if there is at least one team member.
*/ */

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@ -1027,7 +1027,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
InvalidateWindowData(WC_CLIENT_LIST, 0); InvalidateWindowData(WC_CLIENT_LIST, 0);
/* Mark the client as pre-active, and wait for an ACK /* Mark the client as pre-active, and wait for an ACK
* so we know he is done loading and in sync with us */ * so we know it is done loading and in sync with us */
this->status = STATUS_PRE_ACTIVE; this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this); NetworkHandleCommandQueue(this);
this->SendFrame(); this->SendFrame();
@ -1199,7 +1199,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
/* The client is not yet caught up? */ /* The client is not yet caught up? */
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY; if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
/* Now he is! Unpause the game */ /* Now it is! Unpause the game */
this->status = STATUS_ACTIVE; this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter; this->last_token_frame = _frame_counter;
@ -1855,14 +1855,14 @@ void NetworkServer_Tick(bool send_frame)
case NetworkClientSocket::STATUS_MAP_WAIT: case NetworkClientSocket::STATUS_MAP_WAIT:
/* Send every two seconds a packet to the client, to make sure /* Send every two seconds a packet to the client, to make sure
* he knows the server is still there; just someone else is * it knows the server is still there; just someone else is
* still receiving the map. */ * still receiving the map. */
if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) { if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
cs->SendWait(); cs->SendWait();
/* We need to reset the timer, as otherwise we will be /* We need to reset the timer, as otherwise we will be
* spamming the client. Strictly speaking this variable * spamming the client. Strictly speaking this variable
* tracks when we last received a packet from the client, * tracks when we last received a packet from the client,
* but as he is waiting, he will not send us any till we * but as it is waiting, it will not send us any till we
* start sending him data. */ * start sending him data. */
cs->last_packet = std::chrono::steady_clock::now(); cs->last_packet = std::chrono::steady_clock::now();
} }

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@ -72,7 +72,7 @@ public:
size_t receive_limit; ///< Amount of bytes that we can receive at this moment size_t receive_limit; ///< Amount of bytes that we can receive at this moment
struct PacketWriter *savegame; ///< Writer used to write the savegame. struct PacketWriter *savegame; ///< Writer used to write the savegame.
NetworkAddress client_address; ///< IP-address of the client (so he can be banned) NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
ServerNetworkGameSocketHandler(SOCKET s); ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler(); ~ServerNetworkGameSocketHandler();

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@ -652,7 +652,7 @@ int openttd_main(int argc, char *argv[])
} }
if (i == -2 || mgo.numleft > 0) { if (i == -2 || mgo.numleft > 0) {
/* Either the user typed '-h', he made an error, or he added unrecognized command line arguments. /* Either the user typed '-h', they made an error, or they added unrecognized command line arguments.
* In all cases, print the help, and exit. * In all cases, print the help, and exit.
* *
* The next two functions are needed to list the graphics sets. We can't do them earlier * The next two functions are needed to list the graphics sets. We can't do them earlier

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@ -660,7 +660,7 @@ static inline bool OrderGoesToStation(const Vehicle *v, const Order *o)
* Delete all news items regarding defective orders about a vehicle * Delete all news items regarding defective orders about a vehicle
* This could kill still valid warnings (for example about void order when just * This could kill still valid warnings (for example about void order when just
* another order gets added), but assume the company will notice the problems, * another order gets added), but assume the company will notice the problems,
* when (s)he's changing the orders. * when they're changing the orders.
*/ */
static void DeleteOrderWarnings(const Vehicle *v) static void DeleteOrderWarnings(const Vehicle *v)
{ {

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@ -1257,7 +1257,7 @@ again:
tile = v->tile; tile = v->tile;
start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM; start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
} else { } else {
/* The company can build on the next tile, so wait till (s)he does. */ /* The company can build on the next tile, so wait till they do. */
v->cur_speed = 0; v->cur_speed = 0;
return false; return false;
} }

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@ -98,7 +98,7 @@ static void Load_AIPL()
DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version); DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible."); DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
} }
/* Make sure the AI doesn't get the saveload data, as he was not the /* Make sure the AI doesn't get the saveload data, as it was not the
* writer of the saveload data in the first place */ * writer of the saveload data in the first place */
_ai_saveload_version = -1; _ai_saveload_version = -1;
} }

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@ -90,7 +90,7 @@ static void Load_GSDT()
DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version); DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible."); DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
} }
/* Make sure the GameScript doesn't get the saveload data, as he was not the /* Make sure the GameScript doesn't get the saveload data, as it was not the
* writer of the saveload data in the first place */ * writer of the saveload data in the first place */
_game_saveload_version = -1; _game_saveload_version = -1;
} }

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@ -313,7 +313,7 @@ enum SaveLoadVersion : uint16 {
* cannot digest. But, this gives for ugly errors. As we have plenty of * cannot digest. But, this gives for ugly errors. As we have plenty of
* versions anyway, we simply skip the versions we know belong to * versions anyway, we simply skip the versions we know belong to
* patchpacks. This way we can present the user with a clean error * patchpacks. This way we can present the user with a clean error
* indicate he is loading a savegame from a patchpack. * indicate they are loading a savegame from a patchpack.
* For future patchpack creators: please follow a system like JGRPP, where * For future patchpack creators: please follow a system like JGRPP, where
* the version is masked with 0x8000, and the true version is stored in * the version is masked with 0x8000, and the true version is stored in
* its own chunk with feature toggles. * its own chunk with feature toggles.

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@ -37,7 +37,7 @@ public:
* Creating instance of this class switches the company used for queries * Creating instance of this class switches the company used for queries
* and commands. * and commands.
* @param company The new company to switch to. * @param company The new company to switch to.
* @note When the instance is destroyed, he restores the company that was * @note When the instance is destroyed, it restores the company that was
* current when the instance was created! * current when the instance was created!
*/ */
ScriptCompanyMode(int company); ScriptCompanyMode(int company);

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@ -968,7 +968,7 @@ public:
private: private:
uint16 uniqueid; ///< The uniqueid of the question. uint16 uniqueid; ///< The uniqueid of the question.
ScriptCompany::CompanyID company; ///< The company given the answer. ScriptCompany::CompanyID company; ///< The company given the answer.
ScriptGoal::QuestionButton button; ///< The button he pressed. ScriptGoal::QuestionButton button; ///< The button that was pressed.
}; };
/** /**

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@ -34,7 +34,7 @@ protected:
public: public:
/** /**
* Creating instance of this class switches the build mode to Execute. * Creating instance of this class switches the build mode to Execute.
* @note When the instance is destroyed, he restores the mode that was * @note When the instance is destroyed, it restores the mode that was
* current when the instance was created! * current when the instance was created!
*/ */
ScriptExecMode(); ScriptExecMode();

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@ -279,7 +279,7 @@ public:
class ScriptStationList_Vehicle : public ScriptList { class ScriptStationList_Vehicle : public ScriptList {
public: public:
/** /**
* @param vehicle_id The vehicle to get the list of stations he has in its orders from. * @param vehicle_id The vehicle to get the list of stations it has in its orders from.
*/ */
ScriptStationList_Vehicle(VehicleID vehicle_id); ScriptStationList_Vehicle(VehicleID vehicle_id);
}; };

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@ -36,7 +36,7 @@ protected:
public: public:
/** /**
* Creating instance of this class switches the build mode to Testing. * Creating instance of this class switches the build mode to Testing.
* @note When the instance is destroyed, he restores the mode that was * @note When the instance is destroyed, it restores the mode that was
* current when the instance was created! * current when the instance was created!
*/ */
ScriptTestMode(); ScriptTestMode();

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@ -48,7 +48,7 @@ public:
/** /**
* This defines a method inside a class for Squirrel with defined params. * This defines a method inside a class for Squirrel with defined params.
* @note If you define nparam, make sure that he first param is always 'x', * @note If you define nparam, make sure that the first param is always 'x',
* which is the 'this' inside the function. This is hidden from the rest * which is the 'this' inside the function. This is hidden from the rest
* of the code, but without it calling your function will fail! * of the code, but without it calling your function will fail!
*/ */
@ -81,7 +81,7 @@ public:
/** /**
* This defines a static method inside a class for Squirrel with defined params. * This defines a static method inside a class for Squirrel with defined params.
* @note If you define nparam, make sure that he first param is always 'x', * @note If you define nparam, make sure that the first param is always 'x',
* which is the 'this' inside the function. This is hidden from the rest * which is the 'this' inside the function. This is hidden from the rest
* of the code, but without it calling your function will fail! * of the code, but without it calling your function will fail!
*/ */

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@ -3209,7 +3209,7 @@ static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
* than 1 house per 2 * TOWN_GROWTH_TICKS ticks. * than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
* Also emulate original behaviour when town was only growing in * Also emulate original behaviour when town was only growing in
* TOWN_GROWTH_TICKS intervals, to make sure that it's not too * TOWN_GROWTH_TICKS intervals, to make sure that it's not too
* tick-perfect and gives player some time window where he can * tick-perfect and gives player some time window where they can
* spam funding with the exact same efficiency. * spam funding with the exact same efficiency.
*/ */
t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS); t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);