Change: Use gender-neutral pronouns
This commit is contained in:
@@ -1025,7 +1025,7 @@ static bool AircraftController(Aircraft *v)
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if (count == 0) return false;
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/* If the plane will be a few subpixels away from the destination after
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* this movement loop, start nudging him towards the exact position for
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* this movement loop, start nudging it towards the exact position for
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* the whole loop. Otherwise, heavily depending on the speed of the plane,
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* it is possible we totally overshoot the target, causing the plane to
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* make a loop, and trying again, and again, and again .. */
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@@ -91,7 +91,7 @@ public:
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}
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/**
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* Find the requested blitter and return his class.
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* Find the requested blitter and return its class.
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* @param name the blitter to select.
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* @post Sets the blitter so GetCurrentBlitter() returns it too.
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*/
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@@ -29,7 +29,7 @@ enum ConsoleHookResult {
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* effect they produce are carried out. The arguments to the commands
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* are given to them, each input word separated by a double-quote (") is an argument
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* If you want to handle multiple words as one, enclose them in double-quotes
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* eg. 'say "hello sexy boy"'
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* eg. 'say "hello everybody"'
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*/
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typedef bool IConsoleCmdProc(byte argc, char *argv[]);
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typedef ConsoleHookResult IConsoleHook(bool echo);
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@@ -311,7 +311,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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for (const Company *c : Company::Iterate()) {
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for (i = 0; i < 4; i++) {
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if (c->share_owners[i] == old_owner) {
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/* Sell his shares */
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/* Sell its shares */
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CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
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/* Because we are in a DoCommand, we can't just execute another one and
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* expect the money to be removed. We need to do it ourself! */
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@@ -337,7 +337,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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}
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/* Temporarily increase the company's money, to be sure that
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* removing his/her property doesn't fail because of lack of money.
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* removing their property doesn't fail because of lack of money.
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* Not too drastically though, because it could overflow */
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if (new_owner == INVALID_OWNER) {
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Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
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@@ -1417,7 +1417,7 @@ struct PerformanceRatingDetailWindow : Window {
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int64 needed = _score_info[score_type].needed;
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int score = _score_info[score_type].score;
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/* SCORE_TOTAL has his own rules ;) */
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/* SCORE_TOTAL has its own rules ;) */
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if (score_type == SCORE_TOTAL) {
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for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) score += _score_info[i].score;
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needed = SCORE_MAX;
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@@ -480,7 +480,7 @@ bool GetHeightmapDimensions(DetailedFileType dft, const char *filename, uint *x,
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}
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/**
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* Load a heightmap from file and change the map in his current dimensions
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* Load a heightmap from file and change the map in its current dimensions
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* to a landscape representing the heightmap.
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* It converts pixels to height. The brighter, the higher.
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* @param dft Type of image file.
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@@ -65,7 +65,7 @@ void LinkGraphJob::SpawnThread()
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* On the other hand, if you want to play games which make this hang noticeably
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* on a platform without threads then you'll probably get other problems first.
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* OK:
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* If someone comes and tells me that this hangs for him/her, I'll implement a
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* If someone comes and tells me that this hangs for them, I'll implement a
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* smaller grained "Step" method for all handlers and add some more ticks where
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* "Step" is called. No problem in principle. */
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LinkGraphSchedule::Run(this);
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@@ -129,7 +129,7 @@ CommandCost CmdDecreaseLoan(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
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* In case of an unsafe unpause, we want the
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* user to confirm that it might crash.
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* @param w unused
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* @param confirmed whether the user confirms his/her action
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* @param confirmed whether the user confirmed their action
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*/
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static void AskUnsafeUnpauseCallback(Window *w, bool confirmed)
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{
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@@ -274,7 +274,7 @@ protected:
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virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
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/**
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* The client is joined and ready to receive his map:
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* The client is joined and ready to receive their map:
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* uint32 Own client ID.
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* uint32 Generation seed.
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* string Network ID of the server.
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@@ -269,8 +269,8 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
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uint NetworkCalculateLag(const NetworkClientSocket *cs)
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{
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int lag = cs->last_frame_server - cs->last_frame;
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/* This client has missed his ACK packet after 1 DAY_TICKS..
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* so we increase his lag for every frame that passes!
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/* This client has missed their ACK packet after 1 DAY_TICKS..
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* so we increase their lag for every frame that passes!
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* The packet can be out by a max of _net_frame_freq */
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if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
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lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
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@@ -680,7 +680,7 @@ public:
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};
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/**
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* Query a server to fetch his game-info for the lobby.
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* Query a server to fetch the game-info for the lobby.
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* @param connection_string the address to query.
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*/
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void NetworkQueryLobbyServer(const std::string &connection_string)
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@@ -128,7 +128,7 @@ void NetworkUndrawChatMessage()
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/* Sometimes we also need to hide the cursor
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* This is because both textmessage and the cursor take a shot of the
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* screen before drawing.
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* Now the textmessage takes his shot and paints his data before the cursor
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* Now the textmessage takes its shot and paints its data before the cursor
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* does, so in the shot of the cursor is the screen-data of the textmessage
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* included when the cursor hangs somewhere over the textmessage. To
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* avoid wrong repaints, we undraw the cursor in that case, and everything
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@@ -32,7 +32,7 @@ struct NetworkCompanyInfo : NetworkCompanyStats {
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Money company_value; ///< The company value
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Money money; ///< The amount of money the company has
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Money income; ///< How much did the company earned last year
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uint16 performance; ///< What was his performance last month?
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uint16 performance; ///< What was their performance last month?
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bool use_password; ///< Is there a password
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char clients[NETWORK_CLIENTS_LENGTH]; ///< The clients that control this company (Name1, name2, ..)
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};
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@@ -472,7 +472,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
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DEBUG(net, 1, "Client %d made an error and has been disconnected: %s", this->client_id, str);
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}
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/* The client made a mistake, so drop his connection now! */
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/* The client made a mistake, so drop the connection now! */
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return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
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}
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@@ -858,7 +858,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
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NetworkClientInfo *ci = this->GetInfo();
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/* We now want a password from the client else we do not allow him in! */
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/* We now want a password from the client else we do not allow them in! */
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if (!_settings_client.network.server_password.empty()) {
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return this->SendNeedGamePassword();
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}
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@@ -995,7 +995,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
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{
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/* The client was never joined.. so this is impossible, right?
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* Ignore the packet, give the client a warning, and close his connection */
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* Ignore the packet, give the client a warning, and close the connection */
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if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
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return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
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}
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@@ -1063,7 +1063,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
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NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
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{
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/* The client was never joined.. so this is impossible, right?
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* Ignore the packet, give the client a warning, and close his connection */
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* Ignore the packet, give the client a warning, and close the connection */
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if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
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return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
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}
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@@ -1857,7 +1857,7 @@ void NetworkServer_Tick(bool send_frame)
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* spamming the client. Strictly speaking this variable
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* tracks when we last received a packet from the client,
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* but as it is waiting, it will not send us any till we
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* start sending him data. */
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* start sending them data. */
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cs->last_packet = std::chrono::steady_clock::now();
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}
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break;
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@@ -3185,7 +3185,7 @@ static ChangeInfoResult IndustrytilesChangeInfo(uint indtid, int numinfo, int pr
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/* A copied tile should not have the animation infos copied too.
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* The anim_state should be left untouched, though
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* It is up to the author to animate them himself */
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* It is up to the author to animate them */
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tsp->anim_production = INDUSTRYTILE_NOANIM;
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tsp->anim_next = INDUSTRYTILE_NOANIM;
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@@ -155,7 +155,7 @@ static uint32 GetAirportTileIDAtOffset(TileIndex tile, const Station *st, uint32
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}
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}
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/* The tile has no spritegroup */
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return 0xFF << 8 | ats->grf_prop.subst_id; // so just give him the substitute
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return 0xFF << 8 | ats->grf_prop.subst_id; // so just give it the substitute
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}
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/* virtual */ uint32 AirportTileScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
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@@ -264,7 +264,7 @@ void IndustryOverrideManager::SetEntitySpec(IndustrySpec *inds)
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if (ind_id == invalid_ID) {
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/* Not found.
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* Or it has already been overridden, so you've lost your place old boy.
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* Or it has already been overridden, so you've lost your place.
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* Or it is a simple substitute.
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* We need to find a free available slot */
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ind_id = this->AddEntityID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid, inds->grf_prop.subst_id);
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@@ -319,7 +319,7 @@ void ObjectOverrideManager::SetEntitySpec(ObjectSpec *spec)
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if (type == invalid_ID) {
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/* Not found.
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* Or it has already been overridden, so you've lost your place old boy.
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* Or it has already been overridden, so you've lost your place.
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* Or it is a simple substitute.
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* We need to find a free available slot */
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type = this->AddEntityID(spec->grf_prop.local_id, spec->grf_prop.grffile->grfid, OBJECT_TRANSMITTER);
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@@ -85,7 +85,7 @@ uint32 GetIndustryIDAtOffset(TileIndex tile, const Industry *i, uint32 cur_grfid
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}
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}
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/* The tile has no spritegroup */
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return 0xFF << 8 | indtsp->grf_prop.subst_id; // so just give him the substitute
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return 0xFF << 8 | indtsp->grf_prop.subst_id; // so just give it the substitute
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}
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static uint32 GetClosestIndustry(TileIndex tile, IndustryType type, const Industry *current)
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@@ -965,7 +965,7 @@ bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileTy
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void SwitchToMode(SwitchMode new_mode)
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{
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/* If we are saving something, the network stays in his current state */
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/* If we are saving something, the network stays in its current state */
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if (new_mode != SM_SAVE_GAME) {
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/* If the network is active, make it not-active */
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if (_networking) {
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@@ -1039,7 +1039,7 @@ static void CancelLoadingDueToDeletedOrder(Vehicle *v)
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{
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assert(v->current_order.IsType(OT_LOADING));
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/* NON-stop flag is misused to see if a train is in a station that is
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* on his order list or not */
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* on its order list or not */
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v->current_order.SetNonStopType(ONSF_STOP_EVERYWHERE);
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/* When full loading, "cancel" that order so the vehicle doesn't
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* stay indefinitely at this station anymore. */
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@@ -144,14 +144,14 @@ void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
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/* Re-add it in the openlist_queue. */
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this->openlist_queue.Push(check, new_f);
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} else {
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/* A new node, add him to the OpenList */
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/* A new node, add it to the OpenList */
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this->OpenListAdd(closedlist_parent, current, new_f, new_g);
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}
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}
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/**
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* This function is the core of %AyStar. It handles one item and checks
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* his neighbour items. If they are valid, they are added to be checked too.
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* its neighbour items. If they are valid, they are added to be checked too.
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* @return Possible values:
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* - #AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path has been found.
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* - #AYSTAR_LIMIT_REACHED : Indicates that the max_search_nodes limit has been reached.
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@@ -410,7 +410,7 @@ static void HandleAutoSignalPlacement()
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}
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/* _settings_client.gui.drag_signals_density is given as a parameter such that each user
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* in a network game can specify his/her own signal density */
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* in a network game can specify their own signal density */
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DoCommandP(TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y), p2,
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_remove_button_clicked ?
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CMD_REMOVE_SIGNAL_TRACK | CMD_MSG(STR_ERROR_CAN_T_REMOVE_SIGNALS_FROM) :
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@@ -179,7 +179,7 @@ static void UpdateExclusiveRights()
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* Build an array town_blocked[ town_id ][ company_id ]
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* that stores if at least one station in that town is blocked for a company
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* 2.) Go through that array, if you find a town that is not blocked for
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* one company, but for all others, then give him exclusivity.
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* one company, but for all others, then give it exclusivity.
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*/
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}
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@@ -51,7 +51,7 @@ static void SaveReal_AIPL(int *index_ptr)
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_ai_saveload_settings = config->SettingsToString();
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SlObject(nullptr, _ai_company);
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/* If the AI was active, store his data too */
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/* If the AI was active, store its data too */
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if (Company::IsValidAiID(index)) AI::Save(index);
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}
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@@ -2618,7 +2618,7 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
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fmt = _saveload_formats;
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for (;;) {
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if (fmt == endof(_saveload_formats)) {
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/* Who removed LZO support? Bad bad boy! */
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/* Who removed LZO support? */
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NOT_REACHED();
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}
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if (fmt->tag == TO_BE32X('OTTD')) break;
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@@ -54,7 +54,7 @@
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seprintf(log_message, lastof(log_message), "Break: %s", message);
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ScriptLog::Log(ScriptLog::LOG_SQ_ERROR, log_message);
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/* Inform script developer that his script has been paused and
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/* Inform script developer that their script has been paused and
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* needs manual action to continue. */
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ShowAIDebugWindow(ScriptObject::GetRootCompany());
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@@ -365,7 +365,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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IncreaseDoCommandCosts(res.GetCost());
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/* Suspend the script player for 1+ ticks, so it simulates multiplayer. This
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* both avoids confusion when a developer launched his script in a
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* both avoids confusion when a developer launched the script in a
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* multiplayer game, but also gives time for the GUI and human player
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* to interact with the game. */
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throw Script_Suspend(GetDoCommandDelay(), callback);
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@@ -34,7 +34,9 @@ public:
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class ScriptWaypointList_Vehicle : public ScriptList {
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public:
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/**
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* @param vehicle_id The vehicle to get the list of waypoints he has in its orders from.
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* Get the waypoints from the orders of the given vehicle. Duplicates are
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* not added. Waypoints are added in the order of the vehicle's orders.
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* @param vehicle_id The vehicle to get the list of waypoints for.
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*/
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ScriptWaypointList_Vehicle(VehicleID vehicle_id);
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};
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@@ -116,7 +116,7 @@ public:
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void AnchorUnchangeableSettings();
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/**
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* Get the value of a setting for this config. It might fallback to his
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* Get the value of a setting for this config. It might fallback to its
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* 'info' to find the default value (if not set or if not-custom difficulty
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* level).
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* @return The (default) value of the setting, or -1 if the setting was not
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@@ -15,7 +15,7 @@
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#include "../safeguards.h"
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/* The reason this exists in C++, is that a user can trash his ai/ or game/ dir,
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/* The reason this exists in C++, is that a user can trash their ai/ or game/ dir,
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* leaving no Scripts available. The complexity to solve this is insane, and
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* therefore the alternative is used, and make sure there is always a Script
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* available, no matter what the situation is. By defining it in C++, there
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@@ -55,7 +55,7 @@ public:
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virtual class ScriptInfo *FindLibrary(const char *library, int version) = 0;
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/**
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* A script in multiplayer waits for the server to handle his DoCommand.
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* A script in multiplayer waits for the server to handle its DoCommand.
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* It keeps waiting for this until this function is called.
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*/
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void Continue();
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@@ -125,7 +125,7 @@ struct GUISettings {
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bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
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uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
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byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
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bool population_in_label; ///< show the population of a town in his label?
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bool population_in_label; ///< show the population of a town in its label?
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uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
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uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
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uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
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@@ -257,7 +257,7 @@ Trackdir Ship::GetVehicleTrackdir() const
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}
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if (this->state == TRACK_BIT_WORMHOLE) {
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/* ship on aqueduct, so just use his direction and assume a diagonal track */
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/* ship on aqueduct, so just use its direction and assume a diagonal track */
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return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
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}
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|
@@ -3468,7 +3468,7 @@ static void UpdateStationRating(Station *st)
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for (const CargoSpec *cs : CargoSpec::Iterate()) {
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GoodsEntry *ge = &st->goods[cs->Index()];
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/* Slowly increase the rating back to his original level in the case we
|
||||
/* Slowly increase the rating back to its original level in the case we
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* didn't deliver cargo yet to this station. This happens when a bribe
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||||
* failed while you didn't moved that cargo yet to a station. */
|
||||
if (!ge->HasRating() && ge->rating < INITIAL_STATION_RATING) {
|
||||
|
@@ -836,7 +836,7 @@ static char *FormatString(char *buff, const char *str_arg, StringParameters *arg
|
||||
const char *&str = str_stack.top();
|
||||
|
||||
if (SCC_NEWGRF_FIRST <= b && b <= SCC_NEWGRF_LAST) {
|
||||
/* We need to pass some stuff as it might be modified; oh boy. */
|
||||
/* We need to pass some stuff as it might be modified. */
|
||||
//todo: should argve be passed here too?
|
||||
b = RemapNewGRFStringControlCode(b, buf_start, &buff, &str, (int64 *)args->GetDataPointer(), args->GetDataLeft(), dry_run);
|
||||
if (b == 0) continue;
|
||||
|
@@ -56,7 +56,7 @@ static bool UpdateClientConfigValues(int32 p1);
|
||||
* It is also a bit tricky since you would think that service_interval
|
||||
* for example doesn't need to be synched. Every client assigns the
|
||||
* service_interval value to the v->service_interval, meaning that every client
|
||||
* assigns his value. If the setting was company-based, that would mean that
|
||||
* assigns its own value. If the setting was company-based, that would mean that
|
||||
* vehicles could decide on different moments that they are heading back to a
|
||||
* service depot, causing desyncs on a massive scale. */
|
||||
const SettingDesc _settings[] = {
|
||||
|
@@ -4026,7 +4026,7 @@ Trackdir Train::GetVehicleTrackdir() const
|
||||
}
|
||||
|
||||
if (this->track == TRACK_BIT_WORMHOLE) {
|
||||
/* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
|
||||
/* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
|
||||
return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user