Fix: Some code and comment typos
Found with codespell
This commit is contained in:
@@ -47,7 +47,7 @@
|
||||
* second sets the major variations to that, ... until finally the smallest
|
||||
* bumps are added.
|
||||
*
|
||||
* Usefully, this routine is totally scaleable; so when 32bpp comes along, the
|
||||
* Usefully, this routine is totally scalable; so when 32bpp comes along, the
|
||||
* terrain can be as bumpy as you like! It is also infinitely expandable; a
|
||||
* single random seed terrain continues in X & Y as far as you care to
|
||||
* calculate. In theory, we could use just one seed value, but randomly select
|
||||
@@ -262,7 +262,7 @@ static amplitude_t GetAmplitude(int frequency)
|
||||
* areas with a particular gradient so that we are able to create maps without too
|
||||
* many steep slopes up to the wanted height level. It's definitely not perfect since
|
||||
* it will bring larger rectangles with similar slopes which makes the rectangular
|
||||
* behaviour of TGP more noticable. However, these height differentiations cannot
|
||||
* behaviour of TGP more noticeable. However, these height differentiations cannot
|
||||
* happen over much smaller areas; we basically double the "range" to give a similar
|
||||
* slope for every doubling of map height.
|
||||
*/
|
||||
@@ -977,7 +977,7 @@ static void TgenSetTileHeight(TileIndex tile, int height)
|
||||
* The main new land generator using Perlin noise. Desert landscape is handled
|
||||
* different to all others to give a desert valley between two high mountains.
|
||||
* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
|
||||
* areas wont be high enough, and there will be very little tropic on the map.
|
||||
* areas won't be high enough, and there will be very little tropic on the map.
|
||||
* Thus Tropic works best on Hilly or Mountainous.
|
||||
*/
|
||||
void GenerateTerrainPerlin()
|
||||
|
Reference in New Issue
Block a user