(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
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@@ -713,8 +713,8 @@ bool AfterLoadGame()
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/* If Load Scenario / New (Scenario) Game is used,
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* a company does not exist yet. So create one here.
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* 1 exeption: network-games. Those can have 0 companies
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* But this exeption is not true for non dedicated network_servers! */
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* 1 exception: network-games. Those can have 0 companies
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* But this exception is not true for non-dedicated network servers! */
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if (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated))) {
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DoStartupNewCompany(false);
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Company *c = Company::Get(COMPANY_FIRST);
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@@ -821,7 +821,7 @@ bool AfterLoadGame()
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case STATION_OILRIG: {
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/* Very old savegames sometimes have phantom oil rigs, i.e.
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* an oil rig which got shut down, but not completly removed from
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* an oil rig which got shut down, but not completely removed from
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* the map
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*/
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TileIndex t1 = TILE_ADDXY(t, 0, 1);
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@@ -1275,7 +1275,7 @@ bool AfterLoadGame()
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}
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/* From 32 on we save the industry who made the farmland.
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* To give this prettyness to old savegames, we remove all farmfields and
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* To give this prettiness to old savegames, we remove all farmfields and
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* plant new ones. */
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if (IsSavegameVersionBefore(32)) {
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Industry *i;
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@@ -1831,7 +1831,7 @@ bool AfterLoadGame()
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if (HasStationRail(t)) SetRailStationReservation(t, false);
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break;
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case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/birdges
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case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/bridges
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if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) SetTunnelBridgeReservation(t, false);
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break;
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@@ -22,7 +22,7 @@
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{
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if (IsSavegameVersionBefore(44)) {
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Vehicle *v;
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/* If we remove a station while cargo from it is still enroute, payment calculation will assume
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/* If we remove a station while cargo from it is still en route, payment calculation will assume
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* 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy
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* stores the coordinates, preserving them even if the station is removed. However, if a game is loaded
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* where this situation exists, the cargo-source information is lost. in this case, we set the source
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@@ -78,7 +78,7 @@ byte ReadByte(LoadgameState *ls)
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which means that we have a chunk, which starts with a length
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byte. If that byte is negative, we have to repeat the next byte
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that many times ( + 1). Else, we need to read that amount of bytes.
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Works pretty good if you have many zero's behind eachother */
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Works pretty well if you have many zeros behind each other */
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if (ls->chunk_size == 0) {
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/* Read new chunk */
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@@ -235,7 +235,7 @@ static inline bool CheckOldSavegameType(FILE *f, char *temp, const char *last, u
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}
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bool ret = VerifyOldNameChecksum(temp, len);
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temp[len - 2] = '\0'; // name is nul-terminated in savegame, but it's better to be sure
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temp[len - 2] = '\0'; // name is null-terminated in savegame, but it's better to be sure
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str_validate(temp, last);
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return ret;
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@@ -626,7 +626,7 @@ static bool LoadOldOrder(LoadgameState *ls, int num)
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if (o->IsType(OT_NOTHING)) {
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delete o;
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} else {
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/* Relink the orders to eachother (in the orders for one vehicle are behind eachother,
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/* Relink the orders to each other (in the orders for one vehicle are behind each other,
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* with an invalid order (OT_NOTHING) as indication that it is the last order */
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Order *prev = Order::GetIfValid(num - 1);
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if (prev != NULL) prev->next = o;
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@@ -637,7 +637,7 @@ static bool LoadOldOrder(LoadgameState *ls, int num)
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static bool LoadOldAnimTileList(LoadgameState *ls, int num)
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{
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/* This is sligthly hackish - we must load a chunk into an array whose
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/* This is slightly hackish - we must load a chunk into an array whose
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* address isn't static, but instead pointed to by _animated_tile_list.
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* To achieve that, create an OldChunks list on the stack on the fly.
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* The list cannot be static because the value of _animated_tile_list
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@@ -1204,7 +1204,7 @@ static size_t ReferenceToInt(const void *obj, SLRefType rt)
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if (obj == NULL) return 0;
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switch (rt) {
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case REF_VEHICLE_OLD: // Old vehicles we save as new onces
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case REF_VEHICLE_OLD: // Old vehicles we save as new ones
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case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1;
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case REF_STATION: return ((const Station*)obj)->index + 1;
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case REF_TOWN: return ((const Town*)obj)->index + 1;
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@@ -1392,7 +1392,7 @@ static inline bool SlSkipVariableOnLoad(const SaveLoad *sld)
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* Calculate the size of an object.
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* @param object to be measured
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* @param sld The SaveLoad description of the object so we know how to manipulate it
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* @return size of given objetc
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* @return size of given object
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*/
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size_t SlCalcObjLength(const void *object, const SaveLoad *sld)
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{
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@@ -2087,7 +2087,7 @@ struct ZlibSaveFilter : SaveFilter {
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* "Conditional jump or move depends on uninitialised value(s)" kind:
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* According to the author of zlib it is not a bug and it won't be fixed.
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* http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2
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* [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newgroup comp.compression]
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* [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newsgroup comp.compression]
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*/
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int r = deflate(&this->z, mode);
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@@ -2274,7 +2274,7 @@ static const SaveLoadFormat _saveload_formats[] = {
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* Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower.
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* The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50%
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* slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much.
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* It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is prefered over .tar.lzma. */
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* It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */
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{"lzma", TO_BE32X('OTTX'), CreateLoadFilter<LZMALoadFilter>, CreateSaveFilter<LZMASaveFilter>, 0, 2, 9},
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#else
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{"lzma", TO_BE32X('OTTX'), NULL, NULL, 0, 0, 0},
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@@ -2472,10 +2472,10 @@ void WaitTillSaved()
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/**
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* Actually perform the saving of the savegame.
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* General tactic is to first save the game to memory, then write it to file
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* General tactics is to first save the game to memory, then write it to file
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* using the writer, either in threaded mode if possible, or single-threaded.
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* @param writer The filter to write the savegame to.
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* @param threaded Whether to try to perform the saving asynchroniously.
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* @param threaded Whether to try to perform the saving asynchronously.
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* @return Return the result of the action. #SL_OK or #SL_ERROR
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*/
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static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
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@@ -2506,7 +2506,7 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded)
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/**
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* Save the game using a (writer) filter.
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* @param writer The filter to write the savegame to.
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* @param threaded Whether to try to perform the saving asynchroniously.
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* @param threaded Whether to try to perform the saving asynchronously.
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* @return Return the result of the action. #SL_OK or #SL_ERROR
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*/
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SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded)
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@@ -2568,7 +2568,7 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
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_sl_version = TO_BE32(hdr[1]) >> 16;
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/* Minor is not used anymore from version 18.0, but it is still needed
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* in versions before that (4 cases) which can't be removed easy.
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* Therefor it is loaded, but never saved (or, it saves a 0 in any scenario). */
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* Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */
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_sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF;
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DEBUG(sl, 1, "Loading savegame version %d", _sl_version);
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@@ -44,7 +44,7 @@ void RebuildTownCaches()
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if (GetHouseNorthPart(house_id) == 0) town->cache.num_houses++;
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}
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/* Update the population and num_house dependant values */
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/* Update the population and num_house dependent values */
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FOR_ALL_TOWNS(town) {
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UpdateTownRadius(town);
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UpdateTownCargoes(town);
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