From f2f2bcf23cd8444e6a14bf1d0e3c04d4e034559b Mon Sep 17 00:00:00 2001 From: belugas Date: Wed, 20 Aug 2008 01:38:12 +0000 Subject: [PATCH] (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 :) --- src/ai/trolly/trolly.cpp | 2 +- src/ai/trolly/trolly.h | 4 ++-- src/currency.cpp | 6 +++--- src/economy.cpp | 2 +- src/genworld_gui.cpp | 6 +++--- src/industry.h | 2 +- src/misc/binaryheap.hpp | 2 +- src/openttd.cpp | 2 +- 8 files changed, 13 insertions(+), 13 deletions(-) diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp index de392dcca4..708753b8b9 100644 --- a/src/ai/trolly/trolly.cpp +++ b/src/ai/trolly/trolly.cpp @@ -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... diff --git a/src/ai/trolly/trolly.h b/src/ai/trolly/trolly.h index c25bcb538d..ac81dcdffc 100644 --- a/src/ai/trolly/trolly.h +++ b/src/ai/trolly/trolly.h @@ -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 diff --git a/src/currency.cpp b/src/currency.cpp index 671ba14562..baea5ec27d 100644 --- a/src/currency.cpp +++ b/src/currency.cpp @@ -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 **/ diff --git a/src/economy.cpp b/src/economy.cpp index ee1c155d5e..e4ba68fade 100644 --- a/src/economy.cpp +++ b/src/economy.cpp @@ -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); diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp index e421512dc2..0114cfad92 100644 --- a/src/genworld_gui.cpp +++ b/src/genworld_gui.cpp @@ -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); diff --git a/src/industry.h b/src/industry.h index 4f36ca73c4..59a1b932c4 100644 --- a/src/industry.h +++ b/src/industry.h @@ -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) diff --git a/src/misc/binaryheap.hpp b/src/misc/binaryheap.hpp index 8b55badf91..f8a3437240 100644 --- a/src/misc/binaryheap.hpp +++ b/src/misc/binaryheap.hpp @@ -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 * */ diff --git a/src/openttd.cpp b/src/openttd.cpp index fb67df2d17..dbc1ebaeb8 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -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++;