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-rw-r--r--src/network/network_client.cpp8
1 files changed, 4 insertions, 4 deletions
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.
*/