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-rw-r--r--src/network/network_client.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index 8eaa2eb41..44c13fbc8 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -617,8 +617,8 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
}
/* There are at most as many ClientInfo as ClientSocket objects in a
- * server. Having more Infos than a server can have means something
- * has gone wrong somewhere, i.e. the server has more Infos than it
+ * server. Having more info than a server can have means something
+ * has gone wrong somewhere, i.e. the server has more info than it
* has actual clients. That means the server is feeding us an invalid
* state. So, bail out! This server is broken. */
if (!NetworkClientInfo::CanAllocateItem()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@@ -1056,7 +1056,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEWGAME(Packet
/* Only when we're trying to join we really
* care about the server shutting down. */
if (this->status >= STATUS_JOIN) {
- /* To trottle the reconnects a bit, every clients waits its
+ /* To throttle the reconnects a bit, every clients waits its
* Client ID modulo 16. This way reconnects should be spread
* out a bit. */
_network_reconnect = _network_own_client_id % 16;