Changeset - r9950:ca6054744c76
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master
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belugas - 16 years ago 2008-08-20 01:38:12
belugas@openttd.org
(svn r14105) -Fix: Some typos that are more grammatical errors, as it seems.
Provided by ln
I've added a little fix on currency.cpp too, why not :)
8 files changed with 13 insertions and 13 deletions:
0 comments (0 inline, 0 general)
src/ai/trolly/trolly.cpp
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@@ -1244,7 +1244,7 @@ static void AiNew_CheckVehicle(Player *p
 
	// When a vehicle is under the 6 months, we don't check for anything
 
	if (v->age < 180) return;
 

	
 
	// When a vehicle is older then 1 year, it should make money...
 
	// When a vehicle is older than 1 year, it should make money...
 
	if (v->age > 360) {
 
		// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
 
		//  it is not worth the line I guess...
src/ai/trolly/trolly.h
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@@ -89,7 +89,7 @@
 
// How much cargo must there not be used in a city before we can build a new station?
 
#define AI_CHECKCITY_NEEDED_CARGO 50
 
// When there is already a station which takes the same good and the rating of that
 
//  city is higher then this numer, we are not going to attempt to build anything
 
//  city is higher than this numer, we are not going to attempt to build anything
 
//  there
 
#define AI_CHECKCITY_CARGO_RATING 50
 
// But, there is a chance of 1 out of this number, that we do ;)
 
@@ -154,7 +154,7 @@
 
// How money profit does a vehicle needs to make to stay in order
 
//  This is the profit of this year + profit of last year
 
//  But also for vehicles that are just one year old. In other words:
 
//   Vehicles of 2 years do easier meet this setting then vehicles
 
//   Vehicles of 2 years do easier meet this setting than vehicles
 
//   of one year. This is a very good thing. New vehicles are filtered,
 
//   while old vehicles stay longer, because we do get less in return.
 
#define AI_MINIMUM_ROUTE_PROFIT 1000
src/currency.cpp
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@@ -114,9 +114,9 @@ const byte TTDPatch_To_OTTDIndex[] =
 

	
 
/**
 
 * Will return the ottd's index correspondance to
 
 * the ttdpatch's id.  If the id is bigger then the array,
 
 * it is  a grf written for ottd, thus returning the same id.
 
 * Only called from newgrf.c
 
 * the ttdpatch's id.  If the id is bigger than the array,
 
 * it is a grf written for ottd, thus returning the same id.
 
 * Only called from newgrf.cpp
 
 * @param grfcurr_id currency id coming from newgrf
 
 * @return the corrected index
 
 **/
src/economy.cpp
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@@ -1218,7 +1218,7 @@ static void DeliverGoodsToIndustry(TileI
 
	/* Check if there's an industry close to the station that accepts the cargo
 
	 * XXX - Think of something better to
 
	 *       1) Only deliver to industries which are withing the catchment radius
 
	 *       2) Distribute between industries if more then one is present */
 
	 *       2) Distribute between industries if more than one is present */
 
	best_dist = (_settings_game.station.station_spread + 8) * 2;
 
	FOR_ALL_INDUSTRIES(ind) {
 
		indspec = GetIndustrySpec(ind->type);
src/genworld_gui.cpp
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@@ -956,11 +956,11 @@ static void _SetGeneratingWorldProgress(
 

	
 
		/* Never display 0% */
 
		if (_tp.percent == 0) return;
 
		/* Reset if percent is lower then the last recorded */
 
		/* Reset if percent is lower than the last recorded */
 
		if (_tp.percent < last_percent) last_percent = 0;
 
		/* Display every 5%, but 6% is also very valid.. just not smaller steps then 5% */
 
		/* Display every 5%, but 6% is also very valid.. just not smaller steps than 5% */
 
		if (_tp.percent % 5 != 0 && _tp.percent <= last_percent + 5) return;
 
		/* Never show steps smaller then 2%, even if it is a mod 5% */
 
		/* Never show steps smaller than 2%, even if it is a mod 5% */
 
		if (_tp.percent <= last_percent + 2) return;
 

	
 
		DEBUG(net, 1, "Map generation percentage complete: %d", _tp.percent);
src/industry.h
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@@ -69,7 +69,7 @@ enum IndustryBehaviour {
 
	INDUSTRYBEH_PLANT_FIELDS          = 1 << 0,  ///< periodically plants fileds around itself (temp and artic farms)
 
	INDUSTRYBEH_CUT_TREES             = 1 << 1,  ///< cuts trees and produce first output cargo from them (lumber mill)
 
	INDUSTRYBEH_BUILT_ONWATER         = 1 << 2,  ///< is built on water (oil rig)
 
	INDUSTRYBEH_TOWN1200_MORE         = 1 << 3,  ///< can only be built in towns larger then 1200 inhabitants (temperate bank)
 
	INDUSTRYBEH_TOWN1200_MORE         = 1 << 3,  ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
 
	INDUSTRYBEH_ONLY_INTOWN           = 1 << 4,  ///< can only be built in towns (arctic/tropic banks, water tower)
 
	INDUSTRYBEH_ONLY_NEARTOWN         = 1 << 5,  ///< is always built near towns (toy shop)
 
	INDUSTRYBEH_PLANT_ON_BUILT        = 1 << 6,  ///< Fields are planted around when built (all farms)
src/misc/binaryheap.hpp
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@@ -25,7 +25,7 @@
 
 *    use indices 1..max_items instead of zero based C indexing.
 
 *
 
 * 3) Item of the binary heap should support these public members:
 
 *    - 'lower-then' operator '<' - used for comparing items before moving
 
 *    - 'lower-than' operator '<' - used for comparing items before moving
 
 *
 
 */
 

	
src/openttd.cpp
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@@ -2159,7 +2159,7 @@ bool AfterLoadGame()
 
	}
 

	
 
	if (CheckSavegameVersion(58)) {
 
		/* patch difficulty number_industries other then zero get bumped to +1
 
		/* patch difficulty number_industries other than zero get bumped to +1
 
		 * since a new option (very low at position1) has been added */
 
		if (_settings_game.difficulty.number_industries > 0) {
 
			_settings_game.difficulty.number_industries++;
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