(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)

This commit is contained in:
planetmaker
2013-01-08 22:46:42 +00:00
parent 89a2ba2a6d
commit c24374f99c
242 changed files with 528 additions and 526 deletions

View File

@@ -283,7 +283,7 @@ static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
/**
* Animate a tile for a town
* Only certain houses can be animated
* The newhouses animation superseeds regular ones
* The newhouses animation supersedes regular ones
* @param tile TileIndex of the house to animate
*/
static void AnimateTile_Town(TileIndex tile)
@@ -374,8 +374,8 @@ void UpdateAllTownVirtCoords()
/**
* Change the towns population
* @param t Town which polulation has changed
* @param mod polulation change (can be positive or negative)
* @param t Town which population has changed
* @param mod population change (can be positive or negative)
*/
static void ChangePopulation(Town *t, int mod)
{
@@ -804,9 +804,9 @@ static RoadBits GetTownRoadBits(TileIndex tile)
* Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
* is there a parallel road left or right of it within distance dist_multi?
*
* @param tile curent tile
* @param tile current tile
* @param dir target direction
* @param dist_multi distance multiplyer
* @param dist_multi distance multiplayer
* @return true if there is a parallel road
*/
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
@@ -1173,7 +1173,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
} else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
/* Continue building on a partial road.
* Should be allways OK, so we only generate
* Should be always OK, so we only generate
* the fitting RoadBits */
_grow_town_result = GROWTH_SEARCH_STOPPED;
@@ -2221,7 +2221,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
while (probability_max > 0) {
/* Building a multitile building can change the location of tile.
* The building would still be built partially on that tile, but
* its nothern tile would be elsewere. However, if the callback
* its northern tile would be elsewhere. However, if the callback
* fails we would be basing further work from the changed tile.
* So a next 1x1 tile building could be built on the wrong tile. */
tile = baseTile;
@@ -2859,7 +2859,7 @@ static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
}
}
/* only show errormessage to the executing player. All errors are handled command.c
/* only show error message to the executing player. All errors are handled command.c
* but this is special, because it can only 'fail' on a DC_EXEC */
if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);