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-rw-r--r--src/ai/trolly/trolly.cpp2
-rw-r--r--src/ai/trolly/trolly.h4
-rw-r--r--src/currency.cpp6
-rw-r--r--src/economy.cpp2
-rw-r--r--src/genworld_gui.cpp6
-rw-r--r--src/industry.h2
-rw-r--r--src/misc/binaryheap.hpp2
-rw-r--r--src/openttd.cpp2
8 files changed, 13 insertions, 13 deletions
diff --git a/src/ai/trolly/trolly.cpp b/src/ai/trolly/trolly.cpp
index de392dcca..708753b8b 100644
--- a/src/ai/trolly/trolly.cpp
+++ b/src/ai/trolly/trolly.cpp
@@ -1244,7 +1244,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v)
// When a vehicle is under the 6 months, we don't check for anything
if (v->age < 180) return;
- // When a vehicle is older then 1 year, it should make money...
+ // When a vehicle is older than 1 year, it should make money...
if (v->age > 360) {
// If both years together are not more than AI_MINIMUM_ROUTE_PROFIT,
// it is not worth the line I guess...
diff --git a/src/ai/trolly/trolly.h b/src/ai/trolly/trolly.h
index c25bcb538..ac81dcdff 100644
--- a/src/ai/trolly/trolly.h
+++ b/src/ai/trolly/trolly.h
@@ -89,7 +89,7 @@
// How much cargo must there not be used in a city before we can build a new station?
#define AI_CHECKCITY_NEEDED_CARGO 50
// When there is already a station which takes the same good and the rating of that
-// city is higher then this numer, we are not going to attempt to build anything
+// city is higher than this numer, we are not going to attempt to build anything
// there
#define AI_CHECKCITY_CARGO_RATING 50
// But, there is a chance of 1 out of this number, that we do ;)
@@ -154,7 +154,7 @@
// How money profit does a vehicle needs to make to stay in order
// This is the profit of this year + profit of last year
// But also for vehicles that are just one year old. In other words:
-// Vehicles of 2 years do easier meet this setting then vehicles
+// Vehicles of 2 years do easier meet this setting than vehicles
// of one year. This is a very good thing. New vehicles are filtered,
// while old vehicles stay longer, because we do get less in return.
#define AI_MINIMUM_ROUTE_PROFIT 1000
diff --git a/src/currency.cpp b/src/currency.cpp
index 671ba1456..baea5ec27 100644
--- a/src/currency.cpp
+++ b/src/currency.cpp
@@ -114,9 +114,9 @@ const byte TTDPatch_To_OTTDIndex[] =
/**
* Will return the ottd's index correspondance to
- * the ttdpatch's id. If the id is bigger then the array,
- * it is a grf written for ottd, thus returning the same id.
- * Only called from newgrf.c
+ * the ttdpatch's id. If the id is bigger than the array,
+ * it is a grf written for ottd, thus returning the same id.
+ * Only called from newgrf.cpp
* @param grfcurr_id currency id coming from newgrf
* @return the corrected index
**/
diff --git a/src/economy.cpp b/src/economy.cpp
index ee1c155d5..e4ba68fad 100644
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -1218,7 +1218,7 @@ static void DeliverGoodsToIndustry(TileIndex xy, CargoID cargo_type, int num_pie
/* Check if there's an industry close to the station that accepts the cargo
* XXX - Think of something better to
* 1) Only deliver to industries which are withing the catchment radius
- * 2) Distribute between industries if more then one is present */
+ * 2) Distribute between industries if more than one is present */
best_dist = (_settings_game.station.station_spread + 8) * 2;
FOR_ALL_INDUSTRIES(ind) {
indspec = GetIndustrySpec(ind->type);
diff --git a/src/genworld_gui.cpp b/src/genworld_gui.cpp
index e421512dc..0114cfad9 100644
--- a/src/genworld_gui.cpp
+++ b/src/genworld_gui.cpp
@@ -956,11 +956,11 @@ static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total
/* Never display 0% */
if (_tp.percent == 0) return;
- /* Reset if percent is lower then the last recorded */
+ /* Reset if percent is lower than the last recorded */
if (_tp.percent < last_percent) last_percent = 0;
- /* Display every 5%, but 6% is also very valid.. just not smaller steps then 5% */
+ /* Display every 5%, but 6% is also very valid.. just not smaller steps than 5% */
if (_tp.percent % 5 != 0 && _tp.percent <= last_percent + 5) return;
- /* Never show steps smaller then 2%, even if it is a mod 5% */
+ /* Never show steps smaller than 2%, even if it is a mod 5% */
if (_tp.percent <= last_percent + 2) return;
DEBUG(net, 1, "Map generation percentage complete: %d", _tp.percent);
diff --git a/src/industry.h b/src/industry.h
index 4f36ca73c..59a1b932c 100644
--- a/src/industry.h
+++ b/src/industry.h
@@ -69,7 +69,7 @@ enum IndustryBehaviour {
INDUSTRYBEH_PLANT_FIELDS = 1 << 0, ///< periodically plants fileds around itself (temp and artic farms)
INDUSTRYBEH_CUT_TREES = 1 << 1, ///< cuts trees and produce first output cargo from them (lumber mill)
INDUSTRYBEH_BUILT_ONWATER = 1 << 2, ///< is built on water (oil rig)
- INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger then 1200 inhabitants (temperate bank)
+ INDUSTRYBEH_TOWN1200_MORE = 1 << 3, ///< can only be built in towns larger than 1200 inhabitants (temperate bank)
INDUSTRYBEH_ONLY_INTOWN = 1 << 4, ///< can only be built in towns (arctic/tropic banks, water tower)
INDUSTRYBEH_ONLY_NEARTOWN = 1 << 5, ///< is always built near towns (toy shop)
INDUSTRYBEH_PLANT_ON_BUILT = 1 << 6, ///< Fields are planted around when built (all farms)
diff --git a/src/misc/binaryheap.hpp b/src/misc/binaryheap.hpp
index 8b55badf9..f8a343724 100644
--- a/src/misc/binaryheap.hpp
+++ b/src/misc/binaryheap.hpp
@@ -25,7 +25,7 @@
* use indices 1..max_items instead of zero based C indexing.
*
* 3) Item of the binary heap should support these public members:
- * - 'lower-then' operator '<' - used for comparing items before moving
+ * - 'lower-than' operator '<' - used for comparing items before moving
*
*/
diff --git a/src/openttd.cpp b/src/openttd.cpp
index fb67df2d1..dbc1ebaeb 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -2159,7 +2159,7 @@ bool AfterLoadGame()
}
if (CheckSavegameVersion(58)) {
- /* patch difficulty number_industries other then zero get bumped to +1
+ /* patch difficulty number_industries other than zero get bumped to +1
* since a new option (very low at position1) has been added */
if (_settings_game.difficulty.number_industries > 0) {
_settings_game.difficulty.number_industries++;