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authornikolas <nikolas@gnu.org>2019-01-17 17:01:07 -0500
committerCharles Pigott <charlespigott@googlemail.com>2019-01-17 22:01:07 +0000
commitd8ccad91f9f3c4554908c62a9e250ac61060d1ce (patch)
tree94e5594c72a056e5debaa1eaa66d5e7a5d755c18 /src/tgp.cpp
parent1623cb553b7d299d0115034609763b6f3063680f (diff)
downloadopenttd-d8ccad91f9f3c4554908c62a9e250ac61060d1ce.tar.xz
Fix: Some code and comment typos
Found with codespell
Diffstat (limited to 'src/tgp.cpp')
-rw-r--r--src/tgp.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp
index 436870b41..02621f127 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -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()