Fix: Grammar in a bunch of comments (#7054)

This commit is contained in:
nikolas 2019-01-13 02:38:48 -05:00 committed by Charles Pigott
parent 5ff0c24993
commit 4fc1b2baae
5 changed files with 11 additions and 11 deletions

View File

@ -29,7 +29,7 @@ struct Randomizer {
void SetSeed(uint32 seed);
};
extern Randomizer _random; ///< Random used in the game state calculations
extern Randomizer _interactive_random; ///< Random used every else where is does not (directly) influence the game state
extern Randomizer _interactive_random; ///< Random used everywhere else, where it does not (directly) influence the game state
/** Stores the state of all random number generators */
struct SavedRandomSeeds {

View File

@ -132,9 +132,9 @@ static inline void SetTileType(TileIndex tile, TileType type)
}
/**
* Checks if a tile is a give tiletype.
* Checks if a tile is a given tiletype.
*
* This function checks if a tile got the given tiletype.
* This function checks if a tile has the given tiletype.
*
* @param tile The tile to check
* @param type The type to check against

View File

@ -54,7 +54,7 @@ enum Ratings {
RATING_GROWTH_UP_STEP = 5, ///< when a town grows, all companies have rating increased a bit ...
RATING_GROWTH_MAXIMUM = RATING_MEDIOCRE, ///< ... up to RATING_MEDIOCRE
RATING_STATION_UP_STEP = 12, ///< when a town grows, company gains reputation for all well serviced stations ...
RATING_STATION_DOWN_STEP = -15, ///< ... but loses for bad serviced stations
RATING_STATION_DOWN_STEP = -15, ///< ... but loses for badly serviced stations
RATING_TUNNEL_BRIDGE_DOWN_STEP = -250, ///< penalty for removing town owned tunnel or bridge
RATING_TUNNEL_BRIDGE_MINIMUM = 0, ///< minimum rating after removing tunnel or bridge

View File

@ -121,17 +121,17 @@ bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names)
*/
bool GenerateTownName(uint32 *townnameparts, TownNames *town_names)
{
/* Do not set too low tries, since when we run out of names, we loop
* for #tries only one time anyway - then we stop generating more
* towns. Do not show it too high neither, since looping through all
* the other towns may take considerable amount of time (10000 is
* too much). */
TownNameParams par(_settings_game.game_creation.town_name);
/* This function is called very often without entering the gameloop
* inbetween. So reset layout cache to prevent it from growing too big. */
Layouter::ReduceLineCache();
/* Do not set i too low, since when we run out of names, we loop
* for #tries only one time anyway - then we stop generating more
* towns. Do not set it too high either, since looping through all
* the other towns may take considerable amount of time (10000 is
* too much). */
for (int i = 1000; i != 0; i--) {
uint32 r = _generating_world ? Random() : InteractiveRandom();
if (!VerifyTownName(r, &par, town_names)) continue;
@ -1045,7 +1045,7 @@ static const TownNameGeneratorParams _town_name_generators[] = {
/**
* Generates town name from given seed. a language.
* Generates town name from given seed.
* @param buf output buffer
* @param last end of buffer
* @param lang town name language

View File

@ -23,7 +23,7 @@
typedef std::set<std::string> TownNames;
/**
* Struct holding a parameters used to generate town name.
* Struct holding parameters used to generate town name.
* Speeds things up a bit because these values are computed only once per name generation.
*/
struct TownNameParams {