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authormiham <miham@openttd.org>2004-12-29 13:13:29 +0000
committermiham <miham@openttd.org>2004-12-29 13:13:29 +0000
commit57852f64988b92fa7d9031ea76aa89b67d08c4f6 (patch)
tree66526ea5c00e53199cc02447a0970c13b4e8175e /ai_new.c
parent14dfb539b06bb9ad411dbcf6e4141f189713a099 (diff)
downloadopenttd-57852f64988b92fa7d9031ea76aa89b67d08c4f6.tar.xz
(svn r1297) Language fixes in the source.. (ln-)
Diffstat (limited to 'ai_new.c')
-rw-r--r--ai_new.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/ai_new.c b/ai_new.c
index 9e72d3c90..56370f68e 100644
--- a/ai_new.c
+++ b/ai_new.c
@@ -408,7 +408,7 @@ static void AiNew_State_LocateRoute(Player *p) {
int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass;
max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass;
// max_cargo is now the amount of cargo we can move between the two cities
- // If it is more then the distance, we allow it
+ // If it is more than the distance, we allow it
if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) {
// We found a good city/industry, save the data of it
p->ainew.to_ic = p->ainew.temp;
@@ -493,7 +493,7 @@ static void AiNew_State_LocateRoute(Player *p) {
p->ainew.last_id = p->ainew.temp;
}
-// Check if there are not more then a certain amount of vehicles pointed to a certain
+// Check if there are not more than a certain amount of vehicles pointed to a certain
// station. This to prevent 10 busses going to one station, which gives... problems ;)
static bool AiNew_CheckVehicleStation(Player *p, Station *st) {
int count = 0;
@@ -558,7 +558,7 @@ static void AiNew_State_FindStation(Player *p) {
// First, we are going to look at the stations that already exist inside the city
// If there is enough cargo left in the station, we take that station
- // If that is not possible, and there are more then 2 stations in the city, abort
+ // If that is not possible, and there are more than 2 stations in the city, abort
i = AiNew_PickVehicle(p);
// Euhmz, this should not happen _EVER_
// Quit finding a route...
@@ -588,7 +588,7 @@ static void AiNew_State_FindStation(Player *p) {
}
// We are going to add a new station...
if (new_tile == 0) count++;
- // No more then 2 stations allowed in a city
+ // No more than 2 stations allowed in a city
// This is because only the best 2 stations of one cargo do get any cargo
if (count > 2) {
p->ainew.state = AI_STATE_NOTHING;
@@ -851,7 +851,7 @@ static int AiNew_HowManyVehicles(Player *p) {
else
max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0];
- // This is because moving 60% is more then we can dream of!
+ // This is because moving 60% is more than we can dream of!
max_cargo *= 0.6;
// We want all the cargo to be gone in a month.. so, we know the cargo it delivers
// we know what the vehicle takes with him, and we know the time it takes him
@@ -1134,7 +1134,7 @@ static void AiNew_State_GiveOrders(Player *p) {
p->ainew.veh_main_id = p->ainew.veh_id;
}
- // When more then 1 vehicle, we send them to different directions
+ // When more than 1 vehicle, we send them to different directions
idx = 0;
order.type = OT_GOTO_STATION;
order.flags = 0;
@@ -1188,7 +1188,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) {
// When a vehicle is older then 1 year, it should make money...
if (v->age > 360) {
- // If both years together are not more then AI_MINIMUM_ROUTE_PROFIT,
+ // If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
// it is not worth the line I guess...
if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT ||
(v->reliability * 100 >> 16) < 40) {