(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)

This commit is contained in:
planetmaker
2013-01-08 22:46:42 +00:00
parent 89a2ba2a6d
commit c24374f99c
242 changed files with 528 additions and 526 deletions

View File

@@ -10,7 +10,7 @@
/**
* @file tunnelbridge_cmd.cpp
* This file deals with tunnels and bridges (non-gui stuff)
* @todo seperate this file into two
* @todo separate this file into two
*/
#include "stdafx.h"
@@ -61,7 +61,7 @@ void ResetBridges()
}
}
/* Then, wipe out current bidges */
/* Then, wipe out current bridges */
memset(&_bridge, 0, sizeof(_bridge));
/* And finally, reinstall default data */
memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
@@ -91,8 +91,8 @@ int CalcBridgeLenCostFactor(int length)
/**
* Get the foundation for a bridge.
* @param tileh The slope to build the bridge on.
* @param axis The axis of the bridge entrace.
* @return The foundatiton required.
* @param axis The axis of the bridge entrance.
* @return The foundation required.
*/
Foundation GetBridgeFoundation(Slope tileh, Axis axis)
{
@@ -432,7 +432,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u
if (flags & DC_EXEC) {
/* We do this here because when replacing a bridge with another
* type calling SetBridgeMiddle isn't needed. After all, the
* tile alread has the has_bridge_above bits set. */
* tile already has the has_bridge_above bits set. */
SetBridgeMiddle(tile, direction);
}
}
@@ -592,7 +592,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1,
TileIndex end_tile = start_tile;
/* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
/* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
int tiles_coef = 3;
/* Number of tiles from start of tunnel */
int tiles = 0;
@@ -1077,7 +1077,7 @@ static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bo
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only needa draw the entrance.
* For tunnels, this is rather simple, as you only need to draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
* @param ti TileInfo of the structure to draw
@@ -1556,7 +1556,7 @@ static void TileLoop_TunnelBridge(TileIndex tile)
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC: {
/* As long as we do not have a snow density, we want to use the density
* from the entry endge. For tunnels this is the lowest point for bridges the highest point.
* from the entry edge. For tunnels this is the lowest point for bridges the highest point.
* (Independent of foundations) */
int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
if (snow_or_desert != (z > GetSnowLine())) {