(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 :)
This commit is contained in:
belugas 2008-08-20 01:38:12 +00:00
parent 77ee099212
commit f2f2bcf23c
8 changed files with 13 additions and 13 deletions

View File

@ -1244,7 +1244,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
// 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...

View File

@ -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

View File

@ -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
**/

View File

@ -1218,7 +1218,7 @@ static void DeliverGoodsToIndustry(TileIndex xy, CargoID cargo_type, int num_pie
/* 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);

View File

@ -956,11 +956,11 @@ static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total
/* 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);

View File

@ -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)

View File

@ -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
*
*/

View File

@ -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++;