diff options
Diffstat (limited to 'src/saveload')
-rw-r--r-- | src/saveload/afterload.cpp | 10 | ||||
-rw-r--r-- | src/saveload/cargopacket_sl.cpp | 2 | ||||
-rw-r--r-- | src/saveload/oldloader.cpp | 4 | ||||
-rw-r--r-- | src/saveload/oldloader_sl.cpp | 4 | ||||
-rw-r--r-- | src/saveload/saveload.cpp | 16 | ||||
-rw-r--r-- | src/saveload/town_sl.cpp | 2 |
6 files changed, 19 insertions, 19 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp index 3a8e58ab4..15c44d392 100644 --- a/src/saveload/afterload.cpp +++ b/src/saveload/afterload.cpp @@ -713,8 +713,8 @@ bool AfterLoadGame() /* If Load Scenario / New (Scenario) Game is used, * a company does not exist yet. So create one here. - * 1 exeption: network-games. Those can have 0 companies - * But this exeption is not true for non dedicated network_servers! */ + * 1 exception: network-games. Those can have 0 companies + * But this exception is not true for non-dedicated network servers! */ if (!Company::IsValidID(COMPANY_FIRST) && (!_networking || (_networking && _network_server && !_network_dedicated))) { DoStartupNewCompany(false); Company *c = Company::Get(COMPANY_FIRST); @@ -821,7 +821,7 @@ bool AfterLoadGame() case STATION_OILRIG: { /* Very old savegames sometimes have phantom oil rigs, i.e. - * an oil rig which got shut down, but not completly removed from + * an oil rig which got shut down, but not completely removed from * the map */ TileIndex t1 = TILE_ADDXY(t, 0, 1); @@ -1275,7 +1275,7 @@ bool AfterLoadGame() } /* From 32 on we save the industry who made the farmland. - * To give this prettyness to old savegames, we remove all farmfields and + * To give this prettiness to old savegames, we remove all farmfields and * plant new ones. */ if (IsSavegameVersionBefore(32)) { Industry *i; @@ -1831,7 +1831,7 @@ bool AfterLoadGame() if (HasStationRail(t)) SetRailStationReservation(t, false); break; - case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/birdges + case MP_TUNNELBRIDGE: // Clear PBS reservation on tunnels/bridges if (GetTunnelBridgeTransportType(t) == TRANSPORT_RAIL) SetTunnelBridgeReservation(t, false); break; diff --git a/src/saveload/cargopacket_sl.cpp b/src/saveload/cargopacket_sl.cpp index e36cede7c..092301e95 100644 --- a/src/saveload/cargopacket_sl.cpp +++ b/src/saveload/cargopacket_sl.cpp @@ -22,7 +22,7 @@ { if (IsSavegameVersionBefore(44)) { Vehicle *v; - /* If we remove a station while cargo from it is still enroute, payment calculation will assume + /* If we remove a station while cargo from it is still en route, payment calculation will assume * 0, 0 to be the source of the cargo, resulting in very high payments usually. v->source_xy * stores the coordinates, preserving them even if the station is removed. However, if a game is loaded * where this situation exists, the cargo-source information is lost. in this case, we set the source diff --git a/src/saveload/oldloader.cpp b/src/saveload/oldloader.cpp index 2ea24f33b..f6ebb48bc 100644 --- a/src/saveload/oldloader.cpp +++ b/src/saveload/oldloader.cpp @@ -78,7 +78,7 @@ byte ReadByte(LoadgameState *ls) which means that we have a chunk, which starts with a length byte. If that byte is negative, we have to repeat the next byte that many times ( + 1). Else, we need to read that amount of bytes. - Works pretty good if you have many zero's behind eachother */ + Works pretty well if you have many zeros behind each other */ if (ls->chunk_size == 0) { /* Read new chunk */ @@ -235,7 +235,7 @@ static inline bool CheckOldSavegameType(FILE *f, char *temp, const char *last, u } bool ret = VerifyOldNameChecksum(temp, len); - temp[len - 2] = '\0'; // name is nul-terminated in savegame, but it's better to be sure + temp[len - 2] = '\0'; // name is null-terminated in savegame, but it's better to be sure str_validate(temp, last); return ret; diff --git a/src/saveload/oldloader_sl.cpp b/src/saveload/oldloader_sl.cpp index 0ee7eea2b..8cc670d23 100644 --- a/src/saveload/oldloader_sl.cpp +++ b/src/saveload/oldloader_sl.cpp @@ -626,7 +626,7 @@ static bool LoadOldOrder(LoadgameState *ls, int num) if (o->IsType(OT_NOTHING)) { delete o; } else { - /* Relink the orders to eachother (in the orders for one vehicle are behind eachother, + /* Relink the orders to each other (in the orders for one vehicle are behind each other, * with an invalid order (OT_NOTHING) as indication that it is the last order */ Order *prev = Order::GetIfValid(num - 1); if (prev != NULL) prev->next = o; @@ -637,7 +637,7 @@ static bool LoadOldOrder(LoadgameState *ls, int num) static bool LoadOldAnimTileList(LoadgameState *ls, int num) { - /* This is sligthly hackish - we must load a chunk into an array whose + /* This is slightly hackish - we must load a chunk into an array whose * address isn't static, but instead pointed to by _animated_tile_list. * To achieve that, create an OldChunks list on the stack on the fly. * The list cannot be static because the value of _animated_tile_list diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp index ac8a7e81b..7fa763a86 100644 --- a/src/saveload/saveload.cpp +++ b/src/saveload/saveload.cpp @@ -1204,7 +1204,7 @@ static size_t ReferenceToInt(const void *obj, SLRefType rt) if (obj == NULL) return 0; switch (rt) { - case REF_VEHICLE_OLD: // Old vehicles we save as new onces + case REF_VEHICLE_OLD: // Old vehicles we save as new ones case REF_VEHICLE: return ((const Vehicle*)obj)->index + 1; case REF_STATION: return ((const Station*)obj)->index + 1; case REF_TOWN: return ((const Town*)obj)->index + 1; @@ -1392,7 +1392,7 @@ static inline bool SlSkipVariableOnLoad(const SaveLoad *sld) * Calculate the size of an object. * @param object to be measured * @param sld The SaveLoad description of the object so we know how to manipulate it - * @return size of given objetc + * @return size of given object */ size_t SlCalcObjLength(const void *object, const SaveLoad *sld) { @@ -2087,7 +2087,7 @@ struct ZlibSaveFilter : SaveFilter { * "Conditional jump or move depends on uninitialised value(s)" kind: * According to the author of zlib it is not a bug and it won't be fixed. * http://groups.google.com/group/comp.compression/browse_thread/thread/b154b8def8c2a3ef/cdf9b8729ce17ee2 - * [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newgroup comp.compression] + * [Mark Adler, Feb 24 2004, 'zlib-1.2.1 valgrind warnings' in the newsgroup comp.compression] */ int r = deflate(&this->z, mode); @@ -2274,7 +2274,7 @@ static const SaveLoadFormat _saveload_formats[] = { * Higher compression levels are possible, and might improve savegame size by up to 25%, but are also up to 10 times slower. * The next significant reduction in file size is at level 4, but that is already 4 times slower. Level 3 is primarily 50% * slower while not improving the filesize, while level 0 and 1 are faster, but don't reduce savegame size much. - * It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is prefered over .tar.lzma. */ + * It's OTTX and not e.g. OTTL because liblzma is part of xz-utils and .tar.xz is preferred over .tar.lzma. */ {"lzma", TO_BE32X('OTTX'), CreateLoadFilter<LZMALoadFilter>, CreateSaveFilter<LZMASaveFilter>, 0, 2, 9}, #else {"lzma", TO_BE32X('OTTX'), NULL, NULL, 0, 0, 0}, @@ -2472,10 +2472,10 @@ void WaitTillSaved() /** * Actually perform the saving of the savegame. - * General tactic is to first save the game to memory, then write it to file + * General tactics is to first save the game to memory, then write it to file * using the writer, either in threaded mode if possible, or single-threaded. * @param writer The filter to write the savegame to. - * @param threaded Whether to try to perform the saving asynchroniously. + * @param threaded Whether to try to perform the saving asynchronously. * @return Return the result of the action. #SL_OK or #SL_ERROR */ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded) @@ -2506,7 +2506,7 @@ static SaveOrLoadResult DoSave(SaveFilter *writer, bool threaded) /** * Save the game using a (writer) filter. * @param writer The filter to write the savegame to. - * @param threaded Whether to try to perform the saving asynchroniously. + * @param threaded Whether to try to perform the saving asynchronously. * @return Return the result of the action. #SL_OK or #SL_ERROR */ SaveOrLoadResult SaveWithFilter(SaveFilter *writer, bool threaded) @@ -2568,7 +2568,7 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check) _sl_version = TO_BE32(hdr[1]) >> 16; /* Minor is not used anymore from version 18.0, but it is still needed * in versions before that (4 cases) which can't be removed easy. - * Therefor it is loaded, but never saved (or, it saves a 0 in any scenario). */ + * Therefore it is loaded, but never saved (or, it saves a 0 in any scenario). */ _sl_minor_version = (TO_BE32(hdr[1]) >> 8) & 0xFF; DEBUG(sl, 1, "Loading savegame version %d", _sl_version); diff --git a/src/saveload/town_sl.cpp b/src/saveload/town_sl.cpp index c0cb59994..de52604f5 100644 --- a/src/saveload/town_sl.cpp +++ b/src/saveload/town_sl.cpp @@ -44,7 +44,7 @@ void RebuildTownCaches() if (GetHouseNorthPart(house_id) == 0) town->cache.num_houses++; } - /* Update the population and num_house dependant values */ + /* Update the population and num_house dependent values */ FOR_ALL_TOWNS(town) { UpdateTownRadius(town); UpdateTownCargoes(town); |