(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
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@@ -10,7 +10,7 @@
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/**
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* @file tunnelbridge_cmd.cpp
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* This file deals with tunnels and bridges (non-gui stuff)
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* @todo seperate this file into two
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* @todo separate this file into two
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*/
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#include "stdafx.h"
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@@ -61,7 +61,7 @@ void ResetBridges()
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}
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}
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/* Then, wipe out current bidges */
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/* Then, wipe out current bridges */
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memset(&_bridge, 0, sizeof(_bridge));
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/* And finally, reinstall default data */
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memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge));
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@@ -91,8 +91,8 @@ int CalcBridgeLenCostFactor(int length)
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/**
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* Get the foundation for a bridge.
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* @param tileh The slope to build the bridge on.
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* @param axis The axis of the bridge entrace.
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* @return The foundatiton required.
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* @param axis The axis of the bridge entrance.
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* @return The foundation required.
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*/
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Foundation GetBridgeFoundation(Slope tileh, Axis axis)
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{
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@@ -432,7 +432,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u
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if (flags & DC_EXEC) {
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/* We do this here because when replacing a bridge with another
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* type calling SetBridgeMiddle isn't needed. After all, the
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* tile alread has the has_bridge_above bits set. */
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* tile already has the has_bridge_above bits set. */
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SetBridgeMiddle(tile, direction);
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}
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}
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@@ -592,7 +592,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1,
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TileIndex end_tile = start_tile;
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/* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/
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/* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/
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int tiles_coef = 3;
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/* Number of tiles from start of tunnel */
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int tiles = 0;
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@@ -1077,7 +1077,7 @@ static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bo
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/**
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* Draws a tunnel of bridge tile.
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* For tunnels, this is rather simple, as you only needa draw the entrance.
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* For tunnels, this is rather simple, as you only need to draw the entrance.
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* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
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* and it works a bit like a bitmask.<p> For bridge heads:
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* @param ti TileInfo of the structure to draw
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@@ -1556,7 +1556,7 @@ static void TileLoop_TunnelBridge(TileIndex tile)
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switch (_settings_game.game_creation.landscape) {
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case LT_ARCTIC: {
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/* As long as we do not have a snow density, we want to use the density
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* from the entry endge. For tunnels this is the lowest point for bridges the highest point.
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* from the entry edge. For tunnels this is the lowest point for bridges the highest point.
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* (Independent of foundations) */
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int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile);
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if (snow_or_desert != (z > GetSnowLine())) {
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