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authoralberth <alberth@openttd.org>2012-12-01 13:12:39 +0000
committeralberth <alberth@openttd.org>2012-12-01 13:12:39 +0000
commit732e073261a0c9f2d644475ec800f5acae90ec94 (patch)
treeed921e856ce535c64e5542357fb942192a656df0 /src/saveload/saveload.cpp
parent01d023ad3bd9f33c702aa523e2b8efbdbe3f61f9 (diff)
downloadopenttd-732e073261a0c9f2d644475ec800f5acae90ec94.tar.xz
(svn r24776) -Doc: Typo fixes, additions, and additional dots collected from various sources (including Eagle_rainbow, MinchinWeb)
Diffstat (limited to 'src/saveload/saveload.cpp')
-rw-r--r--src/saveload/saveload.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index 4925e51d5..1e64c83f5 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -1218,7 +1218,7 @@ static size_t ReferenceToInt(const void *obj, SLRefType rt)
/**
* Pointers cannot be loaded from a savegame, so this function
- * gets the index from the savegame and returns the appropiate
+ * gets the index from the savegame and returns the appropriate
* pointer from the already loaded base.
* Remember that an index of 0 is a NULL pointer so all indices
* are +1 so vehicle 0 is saved as 1.
@@ -1675,7 +1675,7 @@ static void SlStubSaveProc()
/**
* Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is
- * prefixed by an ID identifying it, followed by data, and terminator where appropiate
+ * prefixed by an ID identifying it, followed by data, and terminator where appropriate
* @param ch The chunkhandler that will be used for the operation
*/
static void SlSaveChunk(const ChunkHandler *ch)
@@ -1730,7 +1730,7 @@ static void SlSaveChunks()
* Find the ChunkHandler that will be used for processing the found
* chunk in the savegame or in memory
* @param id the chunk in question
- * @return returns the appropiate chunkhandler
+ * @return returns the appropriate chunkhandler
*/
static const ChunkHandler *SlFindChunkHandler(uint32 id)
{
@@ -2408,7 +2408,7 @@ static void SaveFileError()
/**
* We have written the whole game into memory, _memory_savegame, now find
- * and appropiate compressor and start writing to file.
+ * and appropriate compressor and start writing to file.
*/
static SaveOrLoadResult SaveFileToDisk(bool threaded)
{