diff --git a/src/company_cmd.cpp b/src/company_cmd.cpp index b846c53ba1..fee312b8df 100644 --- a/src/company_cmd.cpp +++ b/src/company_cmd.cpp @@ -882,7 +882,7 @@ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3 CompanyRemoveReason reason = (CompanyRemoveReason)GB(p1, 24, 8); if (reason >= CRR_END) return CMD_ERROR; - /* We can't delete the last existing company in offline mode. */ + /* We can't delete the last existing company in singleplayer mode. */ if (!_networking && Company::GetNumItems() == 1) return CMD_ERROR; Company *c = Company::GetIfValid(company_id); diff --git a/src/console_cmds.cpp b/src/console_cmds.cpp index f701df034b..7dbd5658ce 100644 --- a/src/console_cmds.cpp +++ b/src/console_cmds.cpp @@ -147,7 +147,7 @@ DEF_CONSOLE_HOOK(ConHookNeedNetwork) } /** - * Check whether we are in single player mode. + * Check whether we are in singleplayer mode. * @return True when no network is active. */ DEF_CONSOLE_HOOK(ConHookNoNetwork) @@ -1248,7 +1248,7 @@ DEF_CONSOLE_CMD(ConReloadAI) return true; } - /* In offline mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */ + /* In singleplayer mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */ if (Company::IsHumanID(company_id) || company_id == _local_company) { IConsoleWarning("Company is not controlled by an AI."); return true; @@ -1286,7 +1286,7 @@ DEF_CONSOLE_CMD(ConStopAI) return true; } - /* In offline mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */ + /* In singleplayer mode the player can be in an AI company, after cheating or loading network save with an AI in first slot. */ if (Company::IsHumanID(company_id) || company_id == _local_company) { IConsoleWarning("Company is not controlled by an AI."); return true; diff --git a/src/economy.cpp b/src/economy.cpp index d5c7797d5f..716446ba9e 100644 --- a/src/economy.cpp +++ b/src/economy.cpp @@ -289,7 +289,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner) if (_networking) NetworkClientsToSpectators(old_owner); if (old_owner == _local_company) { /* Single player cheated to AI company. - * There are no spectators in single player, so we must pick some other company. */ + * There are no spectators in singleplayer mode, so we must pick some other company. */ assert(!_networking); Backup cur_company2(_current_company, FILE_LINE); for (const Company *c : Company::Iterate()) { @@ -605,7 +605,7 @@ static void CompanyCheckBankrupt(Company *c) default: case 10: { if (!_networking && _local_company == c->index) { - /* If we are in offline mode, leave the company playing. Eg. there + /* If we are in singleplayer mode, leave the company playing. Eg. there * is no THE-END, otherwise mark the client as spectator to make sure * he/she is no long in control of this company. However... when you * join another company (cheat) the "unowned" company can bankrupt. */ @@ -2114,7 +2114,7 @@ CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 /* Disable takeovers when not asked */ if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR; - /* Disable taking over the local company in single player */ + /* Disable taking over the local company in singleplayer mode */ if (!_networking && _local_company == c->index) return CMD_ERROR; /* Do not allow companies to take over themselves */ diff --git a/src/highscore_gui.cpp b/src/highscore_gui.cpp index cc27501afa..a473424f81 100644 --- a/src/highscore_gui.cpp +++ b/src/highscore_gui.cpp @@ -113,7 +113,7 @@ struct EndGameWindow : EndGameHighScoreBaseWindow { this->window_number = SP_MULTIPLAYER; this->rank = SaveHighScoreValueNetwork(); } else { - /* in single player _local company is always valid */ + /* in singleplayer mode _local company is always valid */ const Company *c = Company::Get(_local_company); this->window_number = SP_CUSTOM; this->rank = SaveHighScoreValue(c); diff --git a/src/main_gui.cpp b/src/main_gui.cpp index a1d37d0f13..1e8cfcbfac 100644 --- a/src/main_gui.cpp +++ b/src/main_gui.cpp @@ -313,7 +313,7 @@ struct MainWindow : Window break; case GHK_MONEY: // Gimme money - /* You can only cheat for money in single player. */ + /* You can only cheat for money in singleplayer mode. */ if (!_networking) DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT); break; diff --git a/src/network/network_command.cpp b/src/network/network_command.cpp index a63ff95ab5..eb1856aef4 100644 --- a/src/network/network_command.cpp +++ b/src/network/network_command.cpp @@ -298,7 +298,7 @@ const char *NetworkGameSocketHandler::ReceiveCommand(Packet *p, CommandPacket *c cp->company = (CompanyID)p->Recv_uint8(); cp->cmd = p->Recv_uint32(); if (!IsValidCommand(cp->cmd)) return "invalid command"; - if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "offline only command"; + if (GetCommandFlags(cp->cmd) & CMD_OFFLINE) return "single-player only command"; if ((cp->cmd & CMD_FLAGS_MASK) != 0) return "invalid command flag"; cp->p1 = p->Recv_uint32(); diff --git a/src/openttd.cpp b/src/openttd.cpp index 352a653bea..a631bd852b 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -1131,7 +1131,7 @@ void SwitchToMode(SwitchMode new_mode) break; case SM_SAVE_GAME: // Save game. - /* Make network saved games on pause compatible to singleplayer */ + /* Make network saved games on pause compatible to singleplayer mode */ if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) { SetDParamStr(0, GetSaveLoadErrorString()); ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR); diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp index 42e36022ab..35a44eb3c7 100644 --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -571,7 +571,7 @@ bool AfterLoadGame() ResetSignalHandlers(); return false; } else if (!_networking || _network_server) { - /* If we are in single player, i.e. not networking, and loading the + /* If we are in singleplayer mode, i.e. not networking, and loading the * savegame or we are loading the savegame as network server we do * not want to be bothered by being paused because of the automatic * reason of a network server, e.g. joining clients or too few