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(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 :)
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@ -1244,7 +1244,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
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// When a vehicle is under the 6 months, we don't check for anything
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if (v->age < 180) return;
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// When a vehicle is older then 1 year, it should make money...
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// When a vehicle is older than 1 year, it should make money...
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if (v->age > 360) {
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// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
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// it is not worth the line I guess...
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@ -89,7 +89,7 @@
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// How much cargo must there not be used in a city before we can build a new station?
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#define AI_CHECKCITY_NEEDED_CARGO 50
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// When there is already a station which takes the same good and the rating of that
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// city is higher then this numer, we are not going to attempt to build anything
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// city is higher than this numer, we are not going to attempt to build anything
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// there
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#define AI_CHECKCITY_CARGO_RATING 50
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// But, there is a chance of 1 out of this number, that we do ;)
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@ -154,7 +154,7 @@
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// How money profit does a vehicle needs to make to stay in order
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// This is the profit of this year + profit of last year
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// But also for vehicles that are just one year old. In other words:
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// Vehicles of 2 years do easier meet this setting then vehicles
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// Vehicles of 2 years do easier meet this setting than vehicles
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// of one year. This is a very good thing. New vehicles are filtered,
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// while old vehicles stay longer, because we do get less in return.
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#define AI_MINIMUM_ROUTE_PROFIT 1000
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@ -114,9 +114,9 @@ const byte TTDPatch_To_OTTDIndex[] =
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/**
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* Will return the ottd's index correspondance to
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* the ttdpatch's id. If the id is bigger then the array,
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* the ttdpatch's id. If the id is bigger than the array,
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* it is a grf written for ottd, thus returning the same id.
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* Only called from newgrf.c
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* Only called from newgrf.cpp
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* @param grfcurr_id currency id coming from newgrf
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* @return the corrected index
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**/
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@ -1218,7 +1218,7 @@ static void DeliverGoodsToIndustry(TileIndex xy, CargoID cargo_type, int num_pie
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/* Check if there's an industry close to the station that accepts the cargo
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* XXX - Think of something better to
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* 1) Only deliver to industries which are withing the catchment radius
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* 2) Distribute between industries if more then one is present */
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* 2) Distribute between industries if more than one is present */
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best_dist = (_settings_game.station.station_spread + 8) * 2;
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FOR_ALL_INDUSTRIES(ind) {
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indspec = GetIndustrySpec(ind->type);
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@ -956,11 +956,11 @@ static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total
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/* Never display 0% */
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if (_tp.percent == 0) return;
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/* Reset if percent is lower then the last recorded */
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/* Reset if percent is lower than the last recorded */
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if (_tp.percent < last_percent) last_percent = 0;
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/* Display every 5%, but 6% is also very valid.. just not smaller steps then 5% */
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/* Display every 5%, but 6% is also very valid.. just not smaller steps than 5% */
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if (_tp.percent % 5 != 0 && _tp.percent <= last_percent + 5) return;
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/* Never show steps smaller then 2%, even if it is a mod 5% */
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/* Never show steps smaller than 2%, even if it is a mod 5% */
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if (_tp.percent <= last_percent + 2) return;
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DEBUG(net, 1, "Map generation percentage complete: %d", _tp.percent);
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@ -69,7 +69,7 @@ enum IndustryBehaviour {
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INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic farms)
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INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
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INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig)
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INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger then 1200 inhabitants (temperate bank)
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INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
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INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
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INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
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INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
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@ -25,7 +25,7 @@
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* use indices 1..max_items instead of zero based C indexing.
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*
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* 3) Item of the binary heap should support these public members:
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* - 'lower-then' operator '<' - used for comparing items before moving
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* - 'lower-than' operator '<' - used for comparing items before moving
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*
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*/
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@ -2159,7 +2159,7 @@ bool AfterLoadGame()
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}
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if (CheckSavegameVersion(58)) {
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/* patch difficulty number_industries other then zero get bumped to +1
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/* patch difficulty number_industries other than zero get bumped to +1
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* since a new option (very low at position1) has been added */
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if (_settings_game.difficulty.number_industries > 0) {
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_settings_game.difficulty.number_industries++;
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