Changeset - r16531:d1a9e93ee01b
[Not reviewed]
master
0 4 0
alberth - 14 years ago 2010-11-20 13:33:24
alberth@openttd.org
(svn r21267) -Doc: Typo fixes.
4 files changed with 13 insertions and 13 deletions:
0 comments (0 inline, 0 general)
src/bridge_gui.cpp
Show inline comments
 
@@ -44,7 +44,7 @@ typedef GUIList<BuildBridgeData> GUIBrid
 
/**
 
 * Callback executed after a build Bridge CMD has been called
 
 *
 
 * @param result Whether the build succeded
 
 * @param result Whether the build succeeded
 
 * @param tile The tile where the command has been executed
 
 * @param p1 not used
 
 * @param p2 not used
 
@@ -54,7 +54,7 @@ void CcBuildBridge(const CommandCost &re
 
	if (result.Succeeded()) SndPlayTileFx(SND_27_BLACKSMITH_ANVIL, tile);
 
}
 

	
 
/* Names of the build bridge selection window */
 
/** Names of the widgets of the build-bridge selection window. */
 
enum BuildBridgeSelectionWidgets {
 
	BBSW_CAPTION,
 
	BBSW_DROPDOWN_ORDER,
src/industry.h
Show inline comments
 
@@ -35,7 +35,7 @@ enum ProductionLevels {
 
};
 

	
 
/**
 
 * Defines the internal data of a functionnal industry
 
 * Defines the internal data of a functional industry.
 
 */
 
struct Industry : IndustryPool::PoolItem<&_industry_pool> {
 
	typedef PersistentStorageArray<int32, 16> PersistentStorage;
src/industrytype.h
Show inline comments
 
@@ -55,15 +55,15 @@ enum CheckProc {
 
/** How was the industry created */
 
enum IndustryConstructionType {
 
	ICT_UNKNOWN,          ///< in previous game version or without newindustries activated
 
	ICT_NORMAL_GAMEPLAY,  ///< either by user or random creation proccess
 
	ICT_NORMAL_GAMEPLAY,  ///< either by user or random creation process
 
	ICT_MAP_GENERATION,   ///< during random map creation
 
	ICT_SCENARIO_EDITOR   ///< while scenarion edition
 
	ICT_SCENARIO_EDITOR   ///< while editing a scenario
 
};
 

	
 
/** Various industry behaviours mostly to represent original TTD specialities */
 
enum IndustryBehaviour {
 
	INDUSTRYBEH_NONE                  =      0,
 
	INDUSTRYBEH_PLANT_FIELDS          = 1 << 0,  ///< periodically plants fileds around itself (temp and artic farms)
 
	INDUSTRYBEH_PLANT_FIELDS          = 1 << 0,  ///< periodically plants fields around itself (temp and arctic 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 than 1200 inhabitants (temperate bank)
 
@@ -131,8 +131,8 @@ struct IndustrySpec {
 
	/* Newgrf data */
 
	uint16 callback_mask;                 ///< Bitmask of industry callbacks that have to be called
 
	uint8 cleanup_flag;                   ///< flags indicating which data should be freed upon cleaning up
 
	bool enabled;                         ///< entity still avaible (by default true).newgrf can disable it, though
 
	GRFFileProps grf_prop;                ///< properties related the the grf file
 
	bool enabled;                         ///< entity still available (by default true).newgrf can disable it, though
 
	GRFFileProps grf_prop;                ///< properties related to the grf file
 

	
 
	/**
 
	 * Is an industry with the spec a raw industry?
 
@@ -166,7 +166,7 @@ struct IndustrySpec {
 
 */
 
struct IndustryTileSpec {
 
	CargoID accepts_cargo[3];             ///< Cargo accepted by this tile
 
	uint8 acceptance[3];                  ///< Level of aceptance per cargo type
 
	uint8 acceptance[3];                  ///< Level of acceptance per cargo type
 
	Slope slopes_refused;                 ///< slope pattern on which this tile cannot be built
 
	byte anim_production;                 ///< Animation frame to start when goods are produced
 
	byte anim_next;                       ///< Next frame in an animation
 
@@ -176,8 +176,8 @@ struct IndustryTileSpec {
 
	uint8 callback_mask;                  ///< Bitmask of industry tile callbacks that have to be called
 
	AnimationInfo animation;              ///< Information about the animation (is it looping, how many loops etc)
 
	IndustryTileSpecialFlags special_flags; ///< Bitmask of extra flags used by the tile
 
	bool enabled;                         ///< entity still avaible (by default true).newgrf can disable it, though
 
	GRFFileProps grf_prop;                ///< properties related the the grf file
 
	bool enabled;                         ///< entity still available (by default true).newgrf can disable it, though
 
	GRFFileProps grf_prop;                ///< properties related to the grf file
 
};
 

	
 
/* industry_cmd.cpp*/
src/saveload/saveload.cpp
Show inline comments
 
@@ -245,7 +245,7 @@ enum NeedLength {
 
	NL_CALCLENGTH = 2, ///< need to calculate the length
 
};
 

	
 
/** The saveload struct, containing reader-writer functions, bufffer, version, etc. */
 
/** The saveload struct, containing reader-writer functions, buffer, version, etc. */
 
struct SaveLoadParams {
 
	SaveLoadAction action;               ///< are we doing a save or a load atm.
 
	NeedLength need_length;              ///< working in NeedLength (Autolength) mode?
 
@@ -271,7 +271,7 @@ struct SaveLoadParams {
 
	FILE *fh;                            ///< the file from which is read or written to
 

	
 
	void (*excpt_uninit)();              ///< the function to execute on any encountered error
 
	StringID error_str;                  ///< the translateable error message to show
 
	StringID error_str;                  ///< the translatable error message to show
 
	char *extra_msg;                     ///< the error message
 
};
 

	
0 comments (0 inline, 0 general)