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-rw-r--r--src/industry_cmd.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index 2126a6cac..349e9f381 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1321,8 +1321,8 @@ static CheckNewIndustryProc * const _check_new_industry_procs[CHECK_END] = {
* @param [out] town Pointer to return town for the new industry, \c NULL is written if no good town can be found.
* @return Succeeded or failed command.
*
- * @precond \c *t != NULL
- * @postcon \c *t points to a town on success, and \c NULL on failure.
+ * @pre \c *t != NULL
+ * @post \c *t points to a town on success, and \c NULL on failure.
*/
static CommandCost FindTownForIndustry(TileIndex tile, int type, Town **t)
{
@@ -2064,7 +2064,7 @@ void IndustryBuildData::Reset()
void IndustryBuildData::MonthlyLoop()
{
static const int NEWINDS_PER_MONTH = 0x38000 / (10 * 12); // lower 16 bits is a float fraction, 3.5 industries per decade, divided by 10 * 12 months.
- if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting,
+ if (_settings_game.difficulty.industry_density == ID_FUND_ONLY) return; // 'no industries' setting.
/* To prevent running out of unused industries for the player to connect,
* add a fraction of new industries each month, but only if the manager can keep up. */