mirror of https://github.com/OpenTTD/OpenTTD
Change: Use gender-neutral pronouns in console command messages (and comments) (#9203)
parent
f187708b3b
commit
881e1da51d
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@ -485,7 +485,7 @@ static bool ConKickOrBan(const char *argv, bool ban, const char *reason)
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* would be reading from and writing to after returning. So we would read or write data
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* would be reading from and writing to after returning. So we would read or write data
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* from freed memory up till the segfault triggers. */
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* from freed memory up till the segfault triggers. */
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if (client_id == CLIENT_ID_SERVER || client_id == _redirect_console_to_client) {
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if (client_id == CLIENT_ID_SERVER || client_id == _redirect_console_to_client) {
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IConsolePrintF(CC_ERROR, "ERROR: Silly boy, you can not %s yourself!", ban ? "ban" : "kick");
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IConsolePrintF(CC_ERROR, "ERROR: You can not %s yourself!", ban ? "ban" : "kick");
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return true;
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return true;
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}
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}
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@ -544,7 +544,7 @@ DEF_CONSOLE_CMD(ConBan)
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if (argc == 0) {
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if (argc == 0) {
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IConsoleHelp("Ban a client from a network game. Usage: 'ban <ip | client-id> [<ban-reason>]'");
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IConsoleHelp("Ban a client from a network game. Usage: 'ban <ip | client-id> [<ban-reason>]'");
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IConsoleHelp("For client-id's, see the command 'clients'");
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IConsoleHelp("For client-id's, see the command 'clients'");
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IConsoleHelp("If the client is no longer online, you can still ban his/her IP");
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IConsoleHelp("If the client is no longer online, you can still ban their IP");
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return true;
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return true;
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}
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}
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@ -806,12 +806,12 @@ DEF_CONSOLE_CMD(ConMoveClient)
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}
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}
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if (ci->client_id == CLIENT_ID_SERVER && _network_dedicated) {
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if (ci->client_id == CLIENT_ID_SERVER && _network_dedicated) {
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IConsoleError("Silly boy, you cannot move the server!");
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IConsoleError("You cannot move the server!");
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return true;
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return true;
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}
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}
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if (ci->client_playas == company_id) {
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if (ci->client_playas == company_id) {
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IConsoleError("You cannot move someone to where he/she already is!");
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IConsoleError("You cannot move someone to where they already are!");
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return true;
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return true;
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}
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}
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@ -607,7 +607,7 @@ static void CompanyCheckBankrupt(Company *c)
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if (!_networking && _local_company == c->index) {
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if (!_networking && _local_company == c->index) {
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/* If we are in singleplayer mode, leave the company playing. Eg. there
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/* If we are in singleplayer mode, leave the company playing. Eg. there
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* is no THE-END, otherwise mark the client as spectator to make sure
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* is no THE-END, otherwise mark the client as spectator to make sure
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* he/she is no long in control of this company. However... when you
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* they are no longer in control of this company. However... when you
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* join another company (cheat) the "unowned" company can bankrupt. */
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* join another company (cheat) the "unowned" company can bankrupt. */
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c->bankrupt_asked = MAX_UVALUE(CompanyMask);
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c->bankrupt_asked = MAX_UVALUE(CompanyMask);
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break;
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break;
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@ -2579,7 +2579,7 @@ static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accept
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/**
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/**
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* Compute who can service the industry.
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* Compute who can service the industry.
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*
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*
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* Here, 'can service' means that he/she has trains and stations close enough
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* Here, 'can service' means that they have trains and stations close enough
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* to the industry with the right cargo type and the right orders (ie has the
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* to the industry with the right cargo type and the right orders (ie has the
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* technical means).
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* technical means).
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*
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*
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@ -194,8 +194,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
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*/
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*/
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void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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{
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{
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/* First, send a CLIENT_ERROR to the server, so he knows we are
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/* First, send a CLIENT_ERROR to the server, so it knows we are
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* disconnection (and why!) */
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* disconnected (and why!) */
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NetworkErrorCode errorno;
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NetworkErrorCode errorno;
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/* We just want to close the connection.. */
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/* We just want to close the connection.. */
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@ -293,7 +293,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
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/* If this is the first time we have a sync-frame, we
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/* If this is the first time we have a sync-frame, we
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* need to let the server know that we are ready and at the same
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* need to let the server know that we are ready and at the same
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* frame as he is.. so we can start playing! */
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* frame as it is.. so we can start playing! */
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if (_network_first_time) {
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if (_network_first_time) {
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_network_first_time = false;
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_network_first_time = false;
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SendAck();
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SendAck();
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@ -1399,7 +1399,7 @@ void NetworkClientSetCompanyPassword(const char *password)
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}
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}
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/**
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/**
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* Tell whether the client has team members where he/she can chat to.
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* Tell whether the client has team members who they can chat to.
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* @param cio client to check members of.
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* @param cio client to check members of.
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* @return true if there is at least one team member.
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* @return true if there is at least one team member.
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*/
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*/
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@ -1027,7 +1027,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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InvalidateWindowData(WC_CLIENT_LIST, 0);
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/* Mark the client as pre-active, and wait for an ACK
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/* Mark the client as pre-active, and wait for an ACK
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* so we know he is done loading and in sync with us */
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* so we know it is done loading and in sync with us */
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this->status = STATUS_PRE_ACTIVE;
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this->status = STATUS_PRE_ACTIVE;
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NetworkHandleCommandQueue(this);
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NetworkHandleCommandQueue(this);
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this->SendFrame();
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this->SendFrame();
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@ -1199,7 +1199,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
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/* The client is not yet caught up? */
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/* The client is not yet caught up? */
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if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
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if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
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/* Now he is! Unpause the game */
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/* Now it is! Unpause the game */
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this->status = STATUS_ACTIVE;
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this->status = STATUS_ACTIVE;
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this->last_token_frame = _frame_counter;
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this->last_token_frame = _frame_counter;
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@ -1855,14 +1855,14 @@ void NetworkServer_Tick(bool send_frame)
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case NetworkClientSocket::STATUS_MAP_WAIT:
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case NetworkClientSocket::STATUS_MAP_WAIT:
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/* Send every two seconds a packet to the client, to make sure
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/* Send every two seconds a packet to the client, to make sure
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* he knows the server is still there; just someone else is
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* it knows the server is still there; just someone else is
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* still receiving the map. */
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* still receiving the map. */
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if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
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if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
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cs->SendWait();
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cs->SendWait();
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/* We need to reset the timer, as otherwise we will be
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/* We need to reset the timer, as otherwise we will be
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* spamming the client. Strictly speaking this variable
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* spamming the client. Strictly speaking this variable
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* tracks when we last received a packet from the client,
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* tracks when we last received a packet from the client,
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* but as he is waiting, he will not send us any till we
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* but as it is waiting, it will not send us any till we
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* start sending him data. */
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* start sending him data. */
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cs->last_packet = std::chrono::steady_clock::now();
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cs->last_packet = std::chrono::steady_clock::now();
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}
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}
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@ -72,7 +72,7 @@ public:
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size_t receive_limit; ///< Amount of bytes that we can receive at this moment
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size_t receive_limit; ///< Amount of bytes that we can receive at this moment
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
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NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
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ServerNetworkGameSocketHandler(SOCKET s);
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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~ServerNetworkGameSocketHandler();
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@ -652,7 +652,7 @@ int openttd_main(int argc, char *argv[])
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}
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}
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if (i == -2 || mgo.numleft > 0) {
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if (i == -2 || mgo.numleft > 0) {
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/* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
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/* Either the user typed '-h', they made an error, or they added unrecognized command line arguments.
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* In all cases, print the help, and exit.
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* In all cases, print the help, and exit.
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*
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*
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* The next two functions are needed to list the graphics sets. We can't do them earlier
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* 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)
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* Delete all news items regarding defective orders about a vehicle
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* Delete all news items regarding defective orders about a vehicle
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* This could kill still valid warnings (for example about void order when just
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* This could kill still valid warnings (for example about void order when just
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* another order gets added), but assume the company will notice the problems,
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* another order gets added), but assume the company will notice the problems,
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* when (s)he's changing the orders.
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* when they're changing the orders.
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*/
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*/
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static void DeleteOrderWarnings(const Vehicle *v)
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static void DeleteOrderWarnings(const Vehicle *v)
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{
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{
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@ -1257,7 +1257,7 @@ again:
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tile = v->tile;
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tile = v->tile;
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start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
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start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
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} else {
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} else {
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/* The company can build on the next tile, so wait till (s)he does. */
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/* The company can build on the next tile, so wait till they do. */
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v->cur_speed = 0;
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v->cur_speed = 0;
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return false;
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return false;
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}
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}
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@ -98,7 +98,7 @@ static void Load_AIPL()
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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);
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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);
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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.");
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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.");
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}
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}
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/* Make sure the AI doesn't get the saveload data, as he was not the
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/* Make sure the AI doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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* writer of the saveload data in the first place */
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_ai_saveload_version = -1;
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_ai_saveload_version = -1;
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}
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}
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@ -90,7 +90,7 @@ static void Load_GSDT()
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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);
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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);
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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.");
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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.");
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}
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}
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/* Make sure the GameScript doesn't get the saveload data, as he was not the
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/* Make sure the GameScript doesn't get the saveload data, as it was not the
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* writer of the saveload data in the first place */
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* writer of the saveload data in the first place */
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_game_saveload_version = -1;
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_game_saveload_version = -1;
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}
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}
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@ -313,7 +313,7 @@ enum SaveLoadVersion : uint16 {
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* cannot digest. But, this gives for ugly errors. As we have plenty of
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* cannot digest. But, this gives for ugly errors. As we have plenty of
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* versions anyway, we simply skip the versions we know belong to
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* versions anyway, we simply skip the versions we know belong to
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* patchpacks. This way we can present the user with a clean error
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* patchpacks. This way we can present the user with a clean error
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* indicate he is loading a savegame from a patchpack.
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* indicate they are loading a savegame from a patchpack.
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* For future patchpack creators: please follow a system like JGRPP, where
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* For future patchpack creators: please follow a system like JGRPP, where
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* the version is masked with 0x8000, and the true version is stored in
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* the version is masked with 0x8000, and the true version is stored in
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* its own chunk with feature toggles.
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* its own chunk with feature toggles.
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@ -37,7 +37,7 @@ public:
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* Creating instance of this class switches the company used for queries
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* Creating instance of this class switches the company used for queries
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* and commands.
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* and commands.
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* @param company The new company to switch to.
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* @param company The new company to switch to.
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* @note When the instance is destroyed, he restores the company that was
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* @note When the instance is destroyed, it restores the company that was
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* current when the instance was created!
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* current when the instance was created!
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*/
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*/
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ScriptCompanyMode(int company);
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ScriptCompanyMode(int company);
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@ -968,7 +968,7 @@ public:
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private:
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private:
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uint16 uniqueid; ///< The uniqueid of the question.
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uint16 uniqueid; ///< The uniqueid of the question.
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ScriptCompany::CompanyID company; ///< The company given the answer.
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ScriptCompany::CompanyID company; ///< The company given the answer.
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ScriptGoal::QuestionButton button; ///< The button he pressed.
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ScriptGoal::QuestionButton button; ///< The button that was pressed.
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};
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};
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/**
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/**
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@ -34,7 +34,7 @@ protected:
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public:
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public:
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/**
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/**
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* Creating instance of this class switches the build mode to Execute.
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* Creating instance of this class switches the build mode to Execute.
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* @note When the instance is destroyed, he restores the mode that was
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* @note When the instance is destroyed, it restores the mode that was
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* current when the instance was created!
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* current when the instance was created!
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*/
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*/
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ScriptExecMode();
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ScriptExecMode();
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@ -279,7 +279,7 @@ public:
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class ScriptStationList_Vehicle : public ScriptList {
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class ScriptStationList_Vehicle : public ScriptList {
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public:
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public:
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/**
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/**
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* @param vehicle_id The vehicle to get the list of stations he has in its orders from.
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* @param vehicle_id The vehicle to get the list of stations it has in its orders from.
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*/
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*/
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ScriptStationList_Vehicle(VehicleID vehicle_id);
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ScriptStationList_Vehicle(VehicleID vehicle_id);
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};
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};
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@ -36,7 +36,7 @@ protected:
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public:
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public:
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/**
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/**
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* Creating instance of this class switches the build mode to Testing.
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* Creating instance of this class switches the build mode to Testing.
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* @note When the instance is destroyed, he restores the mode that was
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* @note When the instance is destroyed, it restores the mode that was
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* current when the instance was created!
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* current when the instance was created!
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*/
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*/
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ScriptTestMode();
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ScriptTestMode();
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@ -48,7 +48,7 @@ public:
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/**
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/**
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* This defines a method inside a class for Squirrel with defined params.
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* This defines a method inside a class for Squirrel with defined params.
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* @note If you define nparam, make sure that he first param is always 'x',
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* @note If you define nparam, make sure that the first param is always 'x',
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* which is the 'this' inside the function. This is hidden from the rest
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* which is the 'this' inside the function. This is hidden from the rest
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* of the code, but without it calling your function will fail!
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* of the code, but without it calling your function will fail!
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*/
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*/
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@ -81,7 +81,7 @@ public:
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/**
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/**
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* This defines a static method inside a class for Squirrel with defined params.
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* This defines a static method inside a class for Squirrel with defined params.
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* @note If you define nparam, make sure that he first param is always 'x',
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* @note If you define nparam, make sure that the first param is always 'x',
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* which is the 'this' inside the function. This is hidden from the rest
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* which is the 'this' inside the function. This is hidden from the rest
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* of the code, but without it calling your function will fail!
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* of the code, but without it calling your function will fail!
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*/
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*/
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@ -3209,7 +3209,7 @@ static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
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* than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
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* than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
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* Also emulate original behaviour when town was only growing in
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* Also emulate original behaviour when town was only growing in
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* TOWN_GROWTH_TICKS intervals, to make sure that it's not too
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* TOWN_GROWTH_TICKS intervals, to make sure that it's not too
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* tick-perfect and gives player some time window where he can
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* tick-perfect and gives player some time window where they can
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* spam funding with the exact same efficiency.
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* spam funding with the exact same efficiency.
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*/
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*/
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t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
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t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);
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