diff --git a/src/console_cmds.cpp b/src/console_cmds.cpp --- a/src/console_cmds.cpp +++ b/src/console_cmds.cpp @@ -485,7 +485,7 @@ static bool ConKickOrBan(const char *arg * would be reading from and writing to after returning. So we would read or write data * from freed memory up till the segfault triggers. */ 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; } @@ -544,7 +544,7 @@ DEF_CONSOLE_CMD(ConBan) if (argc == 0) { IConsoleHelp("Ban a client from a network game. Usage: 'ban []'"); 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; } @@ -806,12 +806,12 @@ DEF_CONSOLE_CMD(ConMoveClient) } 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; } 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; } diff --git a/src/economy.cpp b/src/economy.cpp --- a/src/economy.cpp +++ b/src/economy.cpp @@ -607,7 +607,7 @@ static void CompanyCheckBankrupt(Company if (!_networking && _local_company == c->index) { /* 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 - * 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. */ c->bankrupt_asked = MAX_UVALUE(CompanyMask); break; diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -2579,7 +2579,7 @@ static void CanCargoServiceIndustry(Carg /** * 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 * technical means). * diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -194,8 +194,8 @@ NetworkRecvStatus ClientNetworkGameSocke */ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res) { - /* First, send a CLIENT_ERROR to the server, so he knows we are - * disconnection (and why!) */ + /* First, send a CLIENT_ERROR to the server, so it knows we are + * disconnected (and why!) */ NetworkErrorCode errorno; /* We just want to close the connection.. */ @@ -293,7 +293,7 @@ void ClientNetworkGameSocketHandler::Cli /* 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 - * frame as he is.. so we can start playing! */ + * frame as it is.. so we can start playing! */ if (_network_first_time) { _network_first_time = false; SendAck(); @@ -1399,7 +1399,7 @@ void NetworkClientSetCompanyPassword(con } /** - * 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. * @return true if there is at least one team member. */ diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp --- a/src/network/network_server.cpp +++ b/src/network/network_server.cpp @@ -1027,7 +1027,7 @@ NetworkRecvStatus ServerNetworkGameSocke InvalidateWindowData(WC_CLIENT_LIST, 0); /* 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; NetworkHandleCommandQueue(this); this->SendFrame(); @@ -1199,7 +1199,7 @@ NetworkRecvStatus ServerNetworkGameSocke /* The client is not yet caught up? */ 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->last_token_frame = _frame_counter; @@ -1855,14 +1855,14 @@ void NetworkServer_Tick(bool send_frame) case NetworkClientSocket::STATUS_MAP_WAIT: /* 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. */ if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) { cs->SendWait(); /* We need to reset the timer, as otherwise we will be * spamming the client. Strictly speaking this variable * 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. */ cs->last_packet = std::chrono::steady_clock::now(); } diff --git a/src/network/network_server.h b/src/network/network_server.h --- a/src/network/network_server.h +++ b/src/network/network_server.h @@ -72,7 +72,7 @@ public: size_t receive_limit; ///< Amount of bytes that we can receive at this moment 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(); diff --git a/src/openttd.cpp b/src/openttd.cpp --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -652,7 +652,7 @@ int openttd_main(int argc, char *argv[]) } 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. * * The next two functions are needed to list the graphics sets. We can't do them earlier diff --git a/src/order_cmd.cpp b/src/order_cmd.cpp --- a/src/order_cmd.cpp +++ b/src/order_cmd.cpp @@ -660,7 +660,7 @@ static inline bool OrderGoesToStation(co * Delete all news items regarding defective orders about a vehicle * 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, - * when (s)he's changing the orders. + * when they're changing the orders. */ static void DeleteOrderWarnings(const Vehicle *v) { diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp --- a/src/roadveh_cmd.cpp +++ b/src/roadveh_cmd.cpp @@ -1257,7 +1257,7 @@ again: tile = v->tile; start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM; } 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; return false; } diff --git a/src/saveload/ai_sl.cpp b/src/saveload/ai_sl.cpp --- a/src/saveload/ai_sl.cpp +++ b/src/saveload/ai_sl.cpp @@ -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 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 */ _ai_saveload_version = -1; } diff --git a/src/saveload/game_sl.cpp b/src/saveload/game_sl.cpp --- a/src/saveload/game_sl.cpp +++ b/src/saveload/game_sl.cpp @@ -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 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 */ _game_saveload_version = -1; } diff --git a/src/saveload/saveload.h b/src/saveload/saveload.h --- a/src/saveload/saveload.h +++ b/src/saveload/saveload.h @@ -313,7 +313,7 @@ enum SaveLoadVersion : uint16 { * cannot digest. But, this gives for ugly errors. As we have plenty of * versions anyway, we simply skip the versions we know belong to * 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 * the version is masked with 0x8000, and the true version is stored in * its own chunk with feature toggles. diff --git a/src/script/api/script_companymode.hpp b/src/script/api/script_companymode.hpp --- a/src/script/api/script_companymode.hpp +++ b/src/script/api/script_companymode.hpp @@ -37,7 +37,7 @@ public: * Creating instance of this class switches the company used for queries * and commands. * @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! */ ScriptCompanyMode(int company); diff --git a/src/script/api/script_event_types.hpp b/src/script/api/script_event_types.hpp --- a/src/script/api/script_event_types.hpp +++ b/src/script/api/script_event_types.hpp @@ -968,7 +968,7 @@ public: private: uint16 uniqueid; ///< The uniqueid of the question. ScriptCompany::CompanyID company; ///< The company given the answer. - ScriptGoal::QuestionButton button; ///< The button he pressed. + ScriptGoal::QuestionButton button; ///< The button that was pressed. }; /** diff --git a/src/script/api/script_execmode.hpp b/src/script/api/script_execmode.hpp --- a/src/script/api/script_execmode.hpp +++ b/src/script/api/script_execmode.hpp @@ -34,7 +34,7 @@ protected: public: /** * 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! */ ScriptExecMode(); diff --git a/src/script/api/script_stationlist.hpp b/src/script/api/script_stationlist.hpp --- a/src/script/api/script_stationlist.hpp +++ b/src/script/api/script_stationlist.hpp @@ -279,7 +279,7 @@ public: class ScriptStationList_Vehicle : public ScriptList { 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); }; diff --git a/src/script/api/script_testmode.hpp b/src/script/api/script_testmode.hpp --- a/src/script/api/script_testmode.hpp +++ b/src/script/api/script_testmode.hpp @@ -36,7 +36,7 @@ protected: public: /** * 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! */ ScriptTestMode(); diff --git a/src/script/squirrel_class.hpp b/src/script/squirrel_class.hpp --- a/src/script/squirrel_class.hpp +++ b/src/script/squirrel_class.hpp @@ -48,7 +48,7 @@ public: /** * 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 * 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. - * @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 * of the code, but without it calling your function will fail! */ diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -3209,7 +3209,7 @@ static CommandCost TownActionFundBuildin * than 1 house per 2 * TOWN_GROWTH_TICKS ticks. * Also emulate original behaviour when town was only growing in * 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. */ t->grow_counter = std::min(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);