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authorplanetmaker <planetmaker@openttd.org>2013-01-08 22:46:42 +0000
committerplanetmaker <planetmaker@openttd.org>2013-01-08 22:46:42 +0000
commitc24374f99c22d9420d6d182ff835f07a5b954b48 (patch)
tree7043ad53c941668339a0949867e10888f9e54f16 /src/roadstop.cpp
parent89a2ba2a6d25e605c391e7343ba66090ee9f26de (diff)
downloadopenttd-c24374f99c22d9420d6d182ff835f07a5b954b48.tar.xz
(svn r24900) -Fix [FS#5389]: Comments with typos (most fixes supplied by Eagle_rainbow)
Diffstat (limited to 'src/roadstop.cpp')
-rw-r--r--src/roadstop.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/roadstop.cpp b/src/roadstop.cpp
index b5840dd9d..193e915d2 100644
--- a/src/roadstop.cpp
+++ b/src/roadstop.cpp
@@ -65,7 +65,7 @@ void RoadStop::MakeDriveThrough()
RoadStopType rst = GetRoadStopType(this->xy);
DiagDirection dir = GetRoadStopDir(this->xy);
- /* Use absolute so we always go towards the nortern tile */
+ /* Use absolute so we always go towards the northern tile */
TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
/* Information about the tile north of us */
@@ -81,7 +81,7 @@ void RoadStop::MakeDriveThrough()
/* Amount of road stops that will be added to the 'northern' head */
int added = 1;
if (north && rs_north->east != NULL) { // (east != NULL) == (west != NULL)
- /* There is a more nothern one, so this can join them */
+ /* There is a more northern one, so this can join them */
this->east = rs_north->east;
this->west = rs_north->west;
@@ -133,7 +133,7 @@ void RoadStop::ClearDriveThrough()
RoadStopType rst = GetRoadStopType(this->xy);
DiagDirection dir = GetRoadStopDir(this->xy);
- /* Use absolute so we always go towards the nortern tile */
+ /* Use absolute so we always go towards the northern tile */
TileIndexDiff offset = abs(TileOffsByDiagDir(dir));
/* Information about the tile north of us */
@@ -178,7 +178,7 @@ void RoadStop::ClearDriveThrough()
/* We have to rebuild the entries because we cannot easily determine
* how full each part is. So instead of keeping and maintaining a list
* of vehicles and using that to 'rebuild' the occupied state we just
- * rebuild it from scratch as that removes lots of maintainance code
+ * rebuild it from scratch as that removes lots of maintenance code
* for the vehicle list and it's faster in real games as long as you
* do not keep split and merge road stop every tick by the millions. */
rs_south_base->east->Rebuild(rs_south_base);
@@ -243,7 +243,7 @@ bool RoadStop::Enter(RoadVehicle *rv)
uint bay_nr = this->AllocateBay();
SB(rv->state, RVS_USING_SECOND_BAY, 1, bay_nr);
- /* Mark the station entrace as busy */
+ /* Mark the station entrance as busy */
this->SetEntranceBusy(true);
return true;
}
@@ -290,7 +290,7 @@ void RoadStop::Entry::Leave(const RoadVehicle *rv)
void RoadStop::Entry::Enter(const RoadVehicle *rv)
{
/* we cannot assert on this->occupied < this->length because of the
- * remote possibility that RVs are running through eachother when
+ * remote possibility that RVs are running through each other when
* trying to prevention an infinite jam. */
this->occupied += rv->gcache.cached_total_length;
}