(svn r18683) -Fix: it's not an other

This commit is contained in:
rubidium
2010-01-01 18:45:40 +00:00
parent 115b207745
commit b2e9b5d612
16 changed files with 19 additions and 19 deletions

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@@ -141,7 +141,7 @@ public:
void Sort(SorterType sorter, bool ascending);
/**
* Add one list to an other one.
* Add one list to another one.
* @param list The list that will be added to the caller.
* @post The list to be added ('list') stays unmodified.
* @note All added items keep their value as it was in 'list'.

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@@ -36,7 +36,7 @@ public:
/** The start tile must slope either North, South, West or East */
ERR_TUNNEL_START_SITE_UNSUITABLE, // [STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL]
/** An other tunnel is in the way */
/** Another tunnel is in the way */
ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY, // [STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY]
/** Unable to excavate land at the end to create the tunnel's exit */

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@@ -72,7 +72,7 @@ const char *GetDebugString();
* Is the correct usage for multiple TIC() / TOC() calls.
*
* TIC() / TOC() creates it's own block, so make sure not the mangle
* it with an other block.
* it with another block.
**/
#define TIC() {\
extern uint64 ottd_rdtsc();\

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@@ -304,7 +304,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
if (c->share_owners[i] == old_owner) {
/* Sell his shares */
CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
/* Because we are in a DoCommand, we can't just execute an other one and
/* Because we are in a DoCommand, we can't just execute another one and
* expect the money to be removed. We need to do it ourself! */
SubtractMoneyFromCompany(res);
}
@@ -318,7 +318,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
if (_current_company != INVALID_OWNER) {
/* Sell the shares */
CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
/* Because we are in a DoCommand, we can't just execute an other one and
/* Because we are in a DoCommand, we can't just execute another one and
* expect the money to be removed. We need to do it ourself! */
SubtractMoneyFromCompany(res);
}

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@@ -238,7 +238,7 @@ static inline TileIndexDiff ToTileIndexDiff(TileIndexDiffC tidc)
* Adds to tiles together.
*
* @param x One tile
* @param y An other tile to add
* @param y Another tile to add
* @return The resulting tile(index)
*/
#define TILE_ADD(x,y) ((x) + (y))

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@@ -383,7 +383,7 @@ struct NetworkChatWindow : public QueryStringBaseWindow {
item++;
if (_chat_tab_completion_active) {
/* We are pressing TAB again on the same name, is there an other name
/* We are pressing TAB again on the same name, is there another name
* that starts with this? */
if (!second_scan) {
size_t offset;

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@@ -189,7 +189,7 @@ void InvalidateVehicleOrder(const Vehicle *v, int data)
/**
*
* Assign data to an order (from an other order)
* Assign data to an order (from another order)
* This function makes sure that the index is maintained correctly
*
*/
@@ -1110,7 +1110,7 @@ CommandCost CmdModifyOrder(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
return CommandCost();
}
/** Clone/share/copy an order-list of an other vehicle.
/** Clone/share/copy an order-list of another vehicle.
* @param tile unused
* @param flags operation to perform
* @param p1 various bitstuffed elements

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@@ -293,7 +293,7 @@ void init_AyStar(AyStar *aystar, Hash_HashProc hash, uint num_buckets)
/* Set up our sorting queue
* BinaryHeap allocates a block of 1024 nodes
* When thatone gets full it reserves an otherone, till this number
* When that one gets full it reserves another one, till this number
* That is why it can stay this high */
init_BinaryHeap(&aystar->OpenListQueue, 102400);

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@@ -124,7 +124,7 @@ static inline uint32 ReadUint32(LoadgameState *ls)
* - OCL_VAR: load 'type' to a global var
* - OCL_END: every struct must end with this
* - OCL_NULL: read 'amount' of bytes and send them to /dev/null or something
* - OCL_CHUNK: load an other proc to load a part of the savegame, 'amount' times
* - OCL_CHUNK: load another proc to load a part of the savegame, 'amount' times
* - OCL_ASSERT: to check if we are really at the place we expect to be.. because old savegames are too binary to be sure ;)
*/
#define OCL_SVAR(type, base, offset) { type, 1, NULL, (uint)cpp_offsetof(base, offset), NULL }

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@@ -131,8 +131,8 @@ static void Load_ORDR()
size_t len = SlGetFieldLength();
if (CheckSavegameVersion(5)) {
/* Pre-version 5 had an other layout for orders
(uint16 instead of uint32) */
/* Pre-version 5 had another layout for orders
* (uint16 instead of uint32) */
len /= sizeof(uint16);
uint16 *orders = MallocT<uint16>(len + 1);

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@@ -353,7 +353,7 @@ static bool MakePCXImage(const char *name, ScreenshotCallback *callb, void *user
bool success;
if (pixelformat == 32) {
DEBUG(misc, 0, "Can't convert a 32bpp screenshot to PCX format. Please pick an other format.");
DEBUG(misc, 0, "Can't convert a 32bpp screenshot to PCX format. Please pick another format.");
return false;
}
if (pixelformat != 8 || w == 0)

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@@ -37,7 +37,7 @@ public:
static SQInteger max(HSQUIRRELVM vm);
/**
* Load an other file on runtime.
* Load another file on runtime.
* @note This is always loaded on the root-level, no matter where you call this.
* @note The filename is always relative from the script it is called from. Absolute calls are NOT allowed!
*/

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@@ -94,7 +94,7 @@ bool SpriteLoaderGrf::LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot,
sprite->AllocateData(sprite->width * sprite->height);
/* When there are transparency pixels, this format has an other trick.. decode it */
/* When there are transparency pixels, this format has another trick.. decode it */
if (type & 0x08) {
for (int y = 0; y < sprite->height; y++) {
bool last_item = false;

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@@ -1186,7 +1186,7 @@ void ViewportSign::UpdatePosition(int center, int top, StringID str)
*/
void ViewportSign::MarkDirty() const
{
/* We use ZOOM_LVL_MAX here, as every viewport can have an other zoom,
/* We use ZOOM_LVL_MAX here, as every viewport can have another zoom,
* and there is no way for us to know which is the biggest. So make the
* biggest area dirty, and we are safe for sure.
* We also add 1 to make sure the whole thing is redrawn. */