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authorWilliam Davis <daviswill048@icloud.com>2021-05-08 06:02:30 -0400
committerGitHub <noreply@github.com>2021-05-08 11:02:30 +0100
commit881e1da51d47bde0b6ddf86be1da55aceced7839 (patch)
treef5c4cca2ea0ff87d60ca21207a995c6c9dcba921 /src
parentf187708b3b6bcb95a0d92908f8a90c1431ca2578 (diff)
downloadopenttd-881e1da51d47bde0b6ddf86be1da55aceced7839.tar.xz
Change: Use gender-neutral pronouns in console command messages (and comments) (#9203)
Diffstat (limited to 'src')
-rw-r--r--src/console_cmds.cpp8
-rw-r--r--src/economy.cpp2
-rw-r--r--src/industry_cmd.cpp2
-rw-r--r--src/network/network_client.cpp8
-rw-r--r--src/network/network_server.cpp8
-rw-r--r--src/network/network_server.h2
-rw-r--r--src/openttd.cpp2
-rw-r--r--src/order_cmd.cpp2
-rw-r--r--src/roadveh_cmd.cpp2
-rw-r--r--src/saveload/ai_sl.cpp2
-rw-r--r--src/saveload/game_sl.cpp2
-rw-r--r--src/saveload/saveload.h2
-rw-r--r--src/script/api/script_companymode.hpp2
-rw-r--r--src/script/api/script_event_types.hpp2
-rw-r--r--src/script/api/script_execmode.hpp2
-rw-r--r--src/script/api/script_stationlist.hpp2
-rw-r--r--src/script/api/script_testmode.hpp2
-rw-r--r--src/script/squirrel_class.hpp4
-rw-r--r--src/town_cmd.cpp2
19 files changed, 29 insertions, 29 deletions
diff --git a/src/console_cmds.cpp b/src/console_cmds.cpp
index 99b3b5458..01c35ecf8 100644
--- a/src/console_cmds.cpp
+++ b/src/console_cmds.cpp
@@ -485,7 +485,7 @@ static bool ConKickOrBan(const char *argv, bool ban, const char *reason)
* would be reading from and writing to after returning. So we would read or write data
* from freed memory up till the segfault triggers. */
if (client_id == CLIENT_ID_SERVER || client_id == _redirect_console_to_client) {
- IConsolePrintF(CC_ERROR, "ERROR: Silly boy, you can not %s yourself!", ban ? "ban" : "kick");
+ IConsolePrintF(CC_ERROR, "ERROR: You can not %s yourself!", ban ? "ban" : "kick");
return true;
}
@@ -544,7 +544,7 @@ DEF_CONSOLE_CMD(ConBan)
if (argc == 0) {
IConsoleHelp("Ban a client from a network game. Usage: 'ban <ip | client-id> [<ban-reason>]'");
IConsoleHelp("For client-id's, see the command 'clients'");
- IConsoleHelp("If the client is no longer online, you can still ban his/her IP");
+ IConsoleHelp("If the client is no longer online, you can still ban their IP");
return true;
}
@@ -806,12 +806,12 @@ DEF_CONSOLE_CMD(ConMoveClient)
}
if (ci->client_id == CLIENT_ID_SERVER && _network_dedicated) {
- IConsoleError("Silly boy, you cannot move the server!");
+ IConsoleError("You cannot move the server!");
return true;
}
if (ci->client_playas == company_id) {
- IConsoleError("You cannot move someone to where he/she already is!");
+ IConsoleError("You cannot move someone to where they already are!");
return true;
}
diff --git a/src/economy.cpp b/src/economy.cpp
index 9982e79e0..ae289a51d 100644
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -607,7 +607,7 @@ static void CompanyCheckBankrupt(Company *c)
if (!_networking && _local_company == c->index) {
/* If we are in singleplayer mode, leave the company playing. Eg. there
* is no THE-END, otherwise mark the client as spectator to make sure
- * he/she is no long in control of this company. However... when you
+ * they are no longer in control of this company. However... when you
* join another company (cheat) the "unowned" company can bankrupt. */
c->bankrupt_asked = MAX_UVALUE(CompanyMask);
break;
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index 37bbd915c..f9e75ed88 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -2579,7 +2579,7 @@ static void CanCargoServiceIndustry(CargoID cargo, Industry *ind, bool *c_accept
/**
* Compute who can service the industry.
*
- * Here, 'can service' means that he/she has trains and stations close enough
+ * Here, 'can service' means that they have trains and stations close enough
* to the industry with the right cargo type and the right orders (ie has the
* technical means).
*
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 190bb2945..f827c5735 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -194,8 +194,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvSta
*/
void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
{
- /* First, send a CLIENT_ERROR to the server, so he knows we are
- * disconnection (and why!) */
+ /* First, send a CLIENT_ERROR to the server, so it knows we are
+ * disconnected (and why!) */
NetworkErrorCode errorno;
/* We just want to close the connection.. */
@@ -293,7 +293,7 @@ void ClientNetworkGameSocketHandler::ClientError(NetworkRecvStatus res)
/* If this is the first time we have a sync-frame, we
* need to let the server know that we are ready and at the same
- * frame as he is.. so we can start playing! */
+ * frame as it is.. so we can start playing! */
if (_network_first_time) {
_network_first_time = false;
SendAck();
@@ -1399,7 +1399,7 @@ void NetworkClientSetCompanyPassword(const char *password)
}
/**
- * Tell whether the client has team members where he/she can chat to.
+ * Tell whether the client has team members who they can chat to.
* @param cio client to check members of.
* @return true if there is at least one team member.
*/
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 1a9ddecfb..e8266a84f 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -1027,7 +1027,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
InvalidateWindowData(WC_CLIENT_LIST, 0);
/* Mark the client as pre-active, and wait for an ACK
- * so we know he is done loading and in sync with us */
+ * so we know it is done loading and in sync with us */
this->status = STATUS_PRE_ACTIVE;
NetworkHandleCommandQueue(this);
this->SendFrame();
@@ -1199,7 +1199,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_ACK(Packet *p)
/* The client is not yet caught up? */
if (frame + DAY_TICKS < _frame_counter) return NETWORK_RECV_STATUS_OKAY;
- /* Now he is! Unpause the game */
+ /* Now it is! Unpause the game */
this->status = STATUS_ACTIVE;
this->last_token_frame = _frame_counter;
@@ -1855,14 +1855,14 @@ void NetworkServer_Tick(bool send_frame)
case NetworkClientSocket::STATUS_MAP_WAIT:
/* Send every two seconds a packet to the client, to make sure
- * he knows the server is still there; just someone else is
+ * it knows the server is still there; just someone else is
* still receiving the map. */
if (std::chrono::steady_clock::now() > cs->last_packet + std::chrono::seconds(2)) {
cs->SendWait();
/* We need to reset the timer, as otherwise we will be
* spamming the client. Strictly speaking this variable
* tracks when we last received a packet from the client,
- * but as he is waiting, he will not send us any till we
+ * but as it is waiting, it will not send us any till we
* start sending him data. */
cs->last_packet = std::chrono::steady_clock::now();
}
diff --git a/src/network/network_server.h b/src/network/network_server.h
index e72377e82..fb4c4f63e 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -72,7 +72,7 @@ public:
size_t receive_limit; ///< Amount of bytes that we can receive at this moment
struct PacketWriter *savegame; ///< Writer used to write the savegame.
- NetworkAddress client_address; ///< IP-address of the client (so he can be banned)
+ NetworkAddress client_address; ///< IP-address of the client (so they can be banned)
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
diff --git a/src/openttd.cpp b/src/openttd.cpp
index d9e0b835e..d8b197466 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -652,7 +652,7 @@ int openttd_main(int argc, char *argv[])
}
if (i == -2 || mgo.numleft > 0) {
- /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
+ /* Either the user typed '-h', they made an error, or they added unrecognized command line arguments.
* In all cases, print the help, and exit.
*
* The next two functions are needed to list the graphics sets. We can't do them earlier
diff --git a/src/order_cmd.cpp b/src/order_cmd.cpp
index 082ec1ae3..c4793fa33 100644
--- a/src/order_cmd.cpp
+++ b/src/order_cmd.cpp
@@ -660,7 +660,7 @@ static inline bool OrderGoesToStation(const Vehicle *v, const Order *o)
* Delete all news items regarding defective orders about a vehicle
* This could kill still valid warnings (for example about void order when just
* another order gets added), but assume the company will notice the problems,
- * when (s)he's changing the orders.
+ * when they're changing the orders.
*/
static void DeleteOrderWarnings(const Vehicle *v)
{
diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp
index 1a4e4e085..d44a37c87 100644
--- a/src/roadveh_cmd.cpp
+++ b/src/roadveh_cmd.cpp
@@ -1257,7 +1257,7 @@ again:
tile = v->tile;
start_frame = RVC_TURN_AROUND_START_FRAME_SHORT_TRAM;
} else {
- /* The company can build on the next tile, so wait till (s)he does. */
+ /* The company can build on the next tile, so wait till they do. */
v->cur_speed = 0;
return false;
}
diff --git a/src/saveload/ai_sl.cpp b/src/saveload/ai_sl.cpp
index 9b58aea11..0ece81981 100644
--- a/src/saveload/ai_sl.cpp
+++ b/src/saveload/ai_sl.cpp
@@ -98,7 +98,7 @@ static void Load_AIPL()
DEBUG(script, 0, "The savegame has an AI by the name '%s', version %d which is no longer available.", _ai_saveload_name, _ai_saveload_version);
DEBUG(script, 0, "The latest version of that AI has been loaded instead, but it'll not get the savegame data as it's incompatible.");
}
- /* Make sure the AI doesn't get the saveload data, as he was not the
+ /* Make sure the AI doesn't get the saveload data, as it was not the
* writer of the saveload data in the first place */
_ai_saveload_version = -1;
}
diff --git a/src/saveload/game_sl.cpp b/src/saveload/game_sl.cpp
index e13484385..b570d1054 100644
--- a/src/saveload/game_sl.cpp
+++ b/src/saveload/game_sl.cpp
@@ -90,7 +90,7 @@ static void Load_GSDT()
DEBUG(script, 0, "The savegame has an GameScript by the name '%s', version %d which is no longer available.", _game_saveload_name, _game_saveload_version);
DEBUG(script, 0, "The latest version of that GameScript has been loaded instead, but it'll not get the savegame data as it's incompatible.");
}
- /* Make sure the GameScript doesn't get the saveload data, as he was not the
+ /* Make sure the GameScript doesn't get the saveload data, as it was not the
* writer of the saveload data in the first place */
_game_saveload_version = -1;
}
diff --git a/src/saveload/saveload.h b/src/saveload/saveload.h
index cda6af82b..28513c70c 100644
--- a/src/saveload/saveload.h
+++ b/src/saveload/saveload.h
@@ -313,7 +313,7 @@ enum SaveLoadVersion : uint16 {
* cannot digest. But, this gives for ugly errors. As we have plenty of
* versions anyway, we simply skip the versions we know belong to
* patchpacks. This way we can present the user with a clean error
- * indicate he is loading a savegame from a patchpack.
+ * indicate they are loading a savegame from a patchpack.
* For future patchpack creators: please follow a system like JGRPP, where
* the version is masked with 0x8000, and the true version is stored in
* its own chunk with feature toggles.
diff --git a/src/script/api/script_companymode.hpp b/src/script/api/script_companymode.hpp
index 4eba2dd9f..e00cc7bfb 100644
--- a/src/script/api/script_companymode.hpp
+++ b/src/script/api/script_companymode.hpp
@@ -37,7 +37,7 @@ public:
* Creating instance of this class switches the company used for queries
* and commands.
* @param company The new company to switch to.
- * @note When the instance is destroyed, he restores the company that was
+ * @note When the instance is destroyed, it restores the company that was
* current when the instance was created!
*/
ScriptCompanyMode(int company);
diff --git a/src/script/api/script_event_types.hpp b/src/script/api/script_event_types.hpp
index f0487f48a..1d514389b 100644
--- a/src/script/api/script_event_types.hpp
+++ b/src/script/api/script_event_types.hpp
@@ -968,7 +968,7 @@ public:
private:
uint16 uniqueid; ///< The uniqueid of the question.
ScriptCompany::CompanyID company; ///< The company given the answer.
- ScriptGoal::QuestionButton button; ///< The button he pressed.
+ ScriptGoal::QuestionButton button; ///< The button that was pressed.
};
/**
diff --git a/src/script/api/script_execmode.hpp b/src/script/api/script_execmode.hpp
index 8e4fd7157..f7ea55a1f 100644
--- a/src/script/api/script_execmode.hpp
+++ b/src/script/api/script_execmode.hpp
@@ -34,7 +34,7 @@ protected:
public:
/**
* Creating instance of this class switches the build mode to Execute.
- * @note When the instance is destroyed, he restores the mode that was
+ * @note When the instance is destroyed, it restores the mode that was
* current when the instance was created!
*/
ScriptExecMode();
diff --git a/src/script/api/script_stationlist.hpp b/src/script/api/script_stationlist.hpp
index ee862cb93..8628dbb4a 100644
--- a/src/script/api/script_stationlist.hpp
+++ b/src/script/api/script_stationlist.hpp
@@ -279,7 +279,7 @@ public:
class ScriptStationList_Vehicle : public ScriptList {
public:
/**
- * @param vehicle_id The vehicle to get the list of stations he has in its orders from.
+ * @param vehicle_id The vehicle to get the list of stations it has in its orders from.
*/
ScriptStationList_Vehicle(VehicleID vehicle_id);
};
diff --git a/src/script/api/script_testmode.hpp b/src/script/api/script_testmode.hpp
index eddd9340a..956a25e2d 100644
--- a/src/script/api/script_testmode.hpp
+++ b/src/script/api/script_testmode.hpp
@@ -36,7 +36,7 @@ protected:
public:
/**
* Creating instance of this class switches the build mode to Testing.
- * @note When the instance is destroyed, he restores the mode that was
+ * @note When the instance is destroyed, it restores the mode that was
* current when the instance was created!
*/
ScriptTestMode();
diff --git a/src/script/squirrel_class.hpp b/src/script/squirrel_class.hpp
index b600839d4..8794e2441 100644
--- a/src/script/squirrel_class.hpp
+++ b/src/script/squirrel_class.hpp
@@ -48,7 +48,7 @@ public:
/**
* This defines a method inside a class for Squirrel with defined params.
- * @note If you define nparam, make sure that he first param is always 'x',
+ * @note If you define nparam, make sure that the first param is always 'x',
* which is the 'this' inside the function. This is hidden from the rest
* of the code, but without it calling your function will fail!
*/
@@ -81,7 +81,7 @@ public:
/**
* This defines a static method inside a class for Squirrel with defined params.
- * @note If you define nparam, make sure that he first param is always 'x',
+ * @note If you define nparam, make sure that the first param is always 'x',
* which is the 'this' inside the function. This is hidden from the rest
* of the code, but without it calling your function will fail!
*/
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index a0f5df23e..01331a269 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -3209,7 +3209,7 @@ static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
* than 1 house per 2 * TOWN_GROWTH_TICKS ticks.
* Also emulate original behaviour when town was only growing in
* TOWN_GROWTH_TICKS intervals, to make sure that it's not too
- * tick-perfect and gives player some time window where he can
+ * tick-perfect and gives player some time window where they can
* spam funding with the exact same efficiency.
*/
t->grow_counter = std::min<uint16>(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);