(svn r18683) -Fix: it's not an other

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 15 years ago
parent 115b207745
commit b2e9b5d612

@ -2357,7 +2357,7 @@
- Fix: Saving or loading a map doesnt pauses the game anymore
- Fix: Some bridge part is not displayed transparent in transparent mode
- Fix: Starting with -r option allows all resolutions
- Fix: The pathfinder no longer sees rail with an other owner as a possible route
- Fix: The pathfinder no longer sees rail with another owner as a possible route
- Fix: Unable to select other screenshot format in Game Option
- Fix: Unwanted town renaming
- Fix: Vehicles slow down under bridge if the track is on a foundation

@ -27,7 +27,7 @@ OpenTTD palette. Upon load of the PNG, the mask is loaded too, and overrides
the RGB (not the Alpha) of the original PNG image, and replacing it with a
8bpp color remapped and converted to 32bpp.
An other thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and
Another thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and
y_offs. This to define the x- and y-offset, of course. Use the tool we supply
to add this information. Sadly enough most graphical editors trashes those
chunks upon save, so you have to readd it every time you save your image.

@ -141,7 +141,7 @@ public:
void Sort(SorterType sorter, bool ascending);
/**
* Add one list to an other one.
* Add one list to another one.
* @param list The list that will be added to the caller.
* @post The list to be added ('list') stays unmodified.
* @note All added items keep their value as it was in 'list'.

@ -36,7 +36,7 @@ public:
/** The start tile must slope either North, South, West or East */
ERR_TUNNEL_START_SITE_UNSUITABLE, // [STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL]
/** An other tunnel is in the way */
/** Another tunnel is in the way */
ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY, // [STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY]
/** Unable to excavate land at the end to create the tunnel's exit */

@ -72,7 +72,7 @@ const char *GetDebugString();
* Is the correct usage for multiple TIC() / TOC() calls.
*
* TIC() / TOC() creates it's own block, so make sure not the mangle
* it with an other block.
* it with another block.
**/
#define TIC() {\
extern uint64 ottd_rdtsc();\

@ -304,7 +304,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
if (c->share_owners[i] == old_owner) {
/* Sell his shares */
CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
/* Because we are in a DoCommand, we can't just execute an other one and
/* Because we are in a DoCommand, we can't just execute another one and
* expect the money to be removed. We need to do it ourself! */
SubtractMoneyFromCompany(res);
}
@ -318,7 +318,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
if (_current_company != INVALID_OWNER) {
/* Sell the shares */
CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
/* Because we are in a DoCommand, we can't just execute an other one and
/* Because we are in a DoCommand, we can't just execute another one and
* expect the money to be removed. We need to do it ourself! */
SubtractMoneyFromCompany(res);
}

@ -238,7 +238,7 @@ static inline TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
* Adds to tiles together.
*
* @param x One tile
* @param y An other tile to add
* @param y Another tile to add
* @return The resulting tile(index)
*/
#define TILE_ADD(x,y) ((x) + (y))

@ -383,7 +383,7 @@ struct NetworkChatWindow : public QueryStringBaseWindow {
item++;
if (_chat_tab_completion_active) {
/* We are pressing TAB again on the same name, is there an other name
/* We are pressing TAB again on the same name, is there another name
* that starts with this? */
if (!second_scan) {
size_t offset;

@ -189,7 +189,7 @@ void InvalidateVehicleOrder(const Vehicle *v, int data)
/**
*
* Assign data to an order (from an other order)
* Assign data to an order (from another order)
* This function makes sure that the index is maintained correctly
*
*/
@ -1110,7 +1110,7 @@ CommandCost CmdModifyOrder(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
return CommandCost();
}
/** Clone/share/copy an order-list of an other vehicle.
/** Clone/share/copy an order-list of another vehicle.
* @param tile unused
* @param flags operation to perform
* @param p1 various bitstuffed elements

@ -293,7 +293,7 @@ void init_AyStar(AyStar *aystar, Hash_HashProc hash, uint num_buckets)
/* Set up our sorting queue
* BinaryHeap allocates a block of 1024 nodes
* When thatone gets full it reserves an otherone, till this number
* When that one gets full it reserves another one, till this number
* That is why it can stay this high */
init_BinaryHeap(&aystar->OpenListQueue, 102400);

@ -124,7 +124,7 @@ static inline uint32 ReadUint32(LoadgameState *ls)
* - OCL_VAR: load 'type' to a global var
* - OCL_END: every struct must end with this
* - OCL_NULL: read 'amount' of bytes and send them to /dev/null or something
* - OCL_CHUNK: load an other proc to load a part of the savegame, 'amount' times
* - OCL_CHUNK: load another proc to load a part of the savegame, 'amount' times
* - OCL_ASSERT: to check if we are really at the place we expect to be.. because old savegames are too binary to be sure ;)
*/
#define OCL_SVAR(type, base, offset) { type, 1, NULL, (uint)cpp_offsetof(base, offset), NULL }

@ -131,8 +131,8 @@ static void Load_ORDR()
size_t len = SlGetFieldLength();
if (CheckSavegameVersion(5)) {
/* Pre-version 5 had an other layout for orders
(uint16 instead of uint32) */
/* Pre-version 5 had another layout for orders
* (uint16 instead of uint32) */
len /= sizeof(uint16);
uint16 *orders = MallocT<uint16>(len + 1);

@ -353,7 +353,7 @@ static bool MakePCXImage(const char *name, ScreenshotCallback *callb, void *user
bool success;
if (pixelformat == 32) {
DEBUG(misc, 0, "Can't convert a 32bpp screenshot to PCX format. Please pick an other format.");
DEBUG(misc, 0, "Can't convert a 32bpp screenshot to PCX format. Please pick another format.");
return false;
}
if (pixelformat != 8 || w == 0)

@ -37,7 +37,7 @@ public:
static SQInteger max(HSQUIRRELVM vm);
/**
* Load an other file on runtime.
* Load another file on runtime.
* @note This is always loaded on the root-level, no matter where you call this.
* @note The filename is always relative from the script it is called from. Absolute calls are NOT allowed!
*/

@ -94,7 +94,7 @@ bool SpriteLoaderGrf::LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot,
sprite->AllocateData(sprite->width * sprite->height);
/* When there are transparency pixels, this format has an other trick.. decode it */
/* When there are transparency pixels, this format has another trick.. decode it */
if (type & 0x08) {
for (int y = 0; y < sprite->height; y++) {
bool last_item = false;

@ -1186,7 +1186,7 @@ void ViewportSign::UpdatePosition(int center, int top, StringID str)
*/
void ViewportSign::MarkDirty() const
{
/* We use ZOOM_LVL_MAX here, as every viewport can have an other zoom,
/* We use ZOOM_LVL_MAX here, as every viewport can have another zoom,
* and there is no way for us to know which is the biggest. So make the
* biggest area dirty, and we are safe for sure.
* We also add 1 to make sure the whole thing is redrawn. */

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