forked from mirror/OpenTTD
(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
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@@ -283,7 +283,7 @@ static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
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/**
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* Animate a tile for a town
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* Only certain houses can be animated
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* The newhouses animation superseeds regular ones
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* The newhouses animation supersedes regular ones
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* @param tile TileIndex of the house to animate
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*/
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static void AnimateTile_Town(TileIndex tile)
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@@ -374,8 +374,8 @@ void UpdateAllTownVirtCoords()
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/**
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* Change the towns population
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* @param t Town which polulation has changed
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* @param mod polulation change (can be positive or negative)
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* @param t Town which population has changed
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* @param mod population change (can be positive or negative)
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*/
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static void ChangePopulation(Town *t, int mod)
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{
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@@ -804,9 +804,9 @@ static RoadBits GetTownRoadBits(TileIndex tile)
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* Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
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* is there a parallel road left or right of it within distance dist_multi?
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*
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* @param tile curent tile
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* @param tile current tile
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* @param dir target direction
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* @param dist_multi distance multiplyer
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* @param dist_multi distance multiplayer
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* @return true if there is a parallel road
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*/
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static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
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@@ -1173,7 +1173,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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} else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
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/* Continue building on a partial road.
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* Should be allways OK, so we only generate
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* Should be always OK, so we only generate
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* the fitting RoadBits */
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_grow_town_result = GROWTH_SEARCH_STOPPED;
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@@ -2221,7 +2221,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
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while (probability_max > 0) {
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/* Building a multitile building can change the location of tile.
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* The building would still be built partially on that tile, but
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* its nothern tile would be elsewere. However, if the callback
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* its northern tile would be elsewhere. However, if the callback
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* fails we would be basing further work from the changed tile.
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* So a next 1x1 tile building could be built on the wrong tile. */
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tile = baseTile;
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@@ -2859,7 +2859,7 @@ static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
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}
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}
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/* only show errormessage to the executing player. All errors are handled command.c
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/* only show error message to the executing player. All errors are handled command.c
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* but this is special, because it can only 'fail' on a DC_EXEC */
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if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);
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