(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
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@@ -528,7 +528,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
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/** This sends the map to the client */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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{
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static uint sent_packets; // How many packets we did send succecfully last time
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static uint sent_packets; // How many packets we did send successfully last time
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if (this->status < STATUS_AUTHORIZED) {
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/* Illegal call, return error and ignore the packet */
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@@ -1500,7 +1500,7 @@ void NetworkSocketHandler::SendCompanyInformation(Packet *p, const Company *c, c
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p->Send_uint64(income);
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p->Send_uint16(c->old_economy[0].performance_history);
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/* Send 1 if there is a passord for the company else send 0 */
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/* Send 1 if there is a password for the company else send 0 */
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p->Send_bool (!StrEmpty(_network_company_states[c->index].password));
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for (uint i = 0; i < NETWORK_VEH_END; i++) {
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@@ -1620,7 +1620,7 @@ static void NetworkAutoCleanCompanies()
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}
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}
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/* Go through all the comapnies */
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/* Go through all the companies */
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FOR_ALL_COMPANIES(c) {
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/* Skip the non-active once */
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if (c->is_ai) continue;
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@@ -1786,7 +1786,7 @@ void NetworkServer_Tick(bool send_frame)
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switch (cs->status) {
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case NetworkClientSocket::STATUS_ACTIVE:
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if (lag > _settings_client.network.max_lag_time) {
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/* Client did still not report in within the specififed limit. */
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/* Client did still not report in within the specified limit. */
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IConsolePrintF(CC_ERROR, cs->last_packet + lag * MILLISECONDS_PER_TICK > _realtime_tick ?
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/* A packet was received in the last three game days, so the client is likely lagging behind. */
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"Client #%d is dropped because the client's game state is more than %d ticks behind" :
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