Fix: Some typos found using codespell
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@@ -412,7 +412,7 @@ static const SortableSpriteStruct RailCatenarySpriteData_Tunnel[] = {
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* Identifiers for Wires:
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* <ol><li>Direction of the wire</li>
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* <li>Slope of the tile for diagonals, placement inside the track for horiz/vertical pieces</li>
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* <li>Place where a pylon shoule be</li></ol>
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* <li>Place where a pylon should be</li></ol>
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* Identifiers for Pylons:
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* <ol><li>Direction of the wire</li>
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* <li>Slope of the tile</li>
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@@ -12,7 +12,7 @@ static uint16 _old_diff_custom[GAME_DIFFICULTY_NUM];
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uint8 _old_diff_level; ///< Old difficulty level from old savegames
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uint8 _old_units; ///< Old units from old savegames
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/* Most of these strings are used both for gameopt-backward compatability
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/* Most of these strings are used both for gameopt-backward compatibility
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* and the settings tables. The rest is here for consistency. */
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static const char *_locale_currencies = "GBP|USD|EUR|YEN|ATS|BEF|CHF|CZK|DEM|DKK|ESP|FIM|FRF|GRD|HUF|ISK|ITL|NLG|NOK|PLN|RON|RUR|SIT|SEK|YTL|SKK|BRL|EEK|custom";
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static const char *_locale_units = "imperial|metric|si";
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@@ -33,7 +33,7 @@ static size_t ConvertLandscape(const char *value);
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* Thse are for members in the struct described by the current
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* #SettingDesc list / .ini file. Here, 'base' specifies type of the
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* struct while 'var' points out the member of the struct (the actual
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* struct to store it in is implicitely defined by the #SettingDesc
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* struct to store it in is implicitly defined by the #SettingDesc
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* list / .ini file preamble the entry is in).
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*
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* The something part defines the type of variable to store. There are a
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@@ -95,7 +95,7 @@ cat = SC_ADVANCED
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; Saved settings variables.
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; Do not ADD or REMOVE something in this "difficulty.XXX" table or before it. It breaks savegame compatability.
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; Do not ADD or REMOVE something in this "difficulty.XXX" table or before it. It breaks savegame compatibility.
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[SDT_VAR]
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base = GameSettings
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var = difficulty.max_no_competitors
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@@ -3947,7 +3947,7 @@ cat = SC_EXPERT
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; Since the network code (CmdChangeSetting and friends) use the index in this array to decide
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; which setting the server is talking about all conditional compilation of this array must be at the
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; end. This isn't really the best solution, the settings the server can tell the client about should
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; either use a seperate array or some other form of identifier.
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; either use a separate array or some other form of identifier.
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;
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; We might need to emulate a right mouse button on mac
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@@ -27,10 +27,10 @@
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* All sprites which are described here are referenced only one to a handful of times
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* throughout the code. When introducing new sprite enums, use meaningful names.
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* Don't be lazy and typing, and only use abbreviations when their meaning is clear or
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* the length of the enum would get out of hand. In that case EXPLAIN THE ABBREVATION
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* the length of the enum would get out of hand. In that case EXPLAIN THE ABBREVIATION
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* IN THIS FILE, and perhaps add some comments in the code where it is used.
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* Now, don't whine about this being too much typing work if the enums are like
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* 30 characters in length. If your editor doen't help you simplifying your work,
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* 30 characters in length. If your editor doesn't help you simplifying your work,
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* get a proper editor. If your Operating Systems don't have any decent editors,
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* get a proper Operating System.
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*
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