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-rw-r--r--src/script/api/script_controller.cpp2
-rw-r--r--src/script/api/script_object.cpp2
-rw-r--r--src/script/api/script_waypointlist.hpp4
-rw-r--r--src/script/script_config.hpp2
-rw-r--r--src/script/script_info_dummy.cpp2
-rw-r--r--src/script/script_instance.hpp2
6 files changed, 8 insertions, 6 deletions
diff --git a/src/script/api/script_controller.cpp b/src/script/api/script_controller.cpp
index e74f27e4a..8af7b87a3 100644
--- a/src/script/api/script_controller.cpp
+++ b/src/script/api/script_controller.cpp
@@ -54,7 +54,7 @@
seprintf(log_message, lastof(log_message), "Break: %s", message);
ScriptLog::Log(ScriptLog::LOG_SQ_ERROR, log_message);
- /* Inform script developer that his script has been paused and
+ /* Inform script developer that their script has been paused and
* needs manual action to continue. */
ShowAIDebugWindow(ScriptObject::GetRootCompany());
diff --git a/src/script/api/script_object.cpp b/src/script/api/script_object.cpp
index 6275d1be3..85a85cca1 100644
--- a/src/script/api/script_object.cpp
+++ b/src/script/api/script_object.cpp
@@ -365,7 +365,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
IncreaseDoCommandCosts(res.GetCost());
/* Suspend the script player for 1+ ticks, so it simulates multiplayer. This
- * both avoids confusion when a developer launched his script in a
+ * both avoids confusion when a developer launched the script in a
* multiplayer game, but also gives time for the GUI and human player
* to interact with the game. */
throw Script_Suspend(GetDoCommandDelay(), callback);
diff --git a/src/script/api/script_waypointlist.hpp b/src/script/api/script_waypointlist.hpp
index 0ee33eff6..f05754b1e 100644
--- a/src/script/api/script_waypointlist.hpp
+++ b/src/script/api/script_waypointlist.hpp
@@ -34,7 +34,9 @@ public:
class ScriptWaypointList_Vehicle : public ScriptList {
public:
/**
- * @param vehicle_id The vehicle to get the list of waypoints he has in its orders from.
+ * Get the waypoints from the orders of the given vehicle. Duplicates are
+ * not added. Waypoints are added in the order of the vehicle's orders.
+ * @param vehicle_id The vehicle to get the list of waypoints for.
*/
ScriptWaypointList_Vehicle(VehicleID vehicle_id);
};
diff --git a/src/script/script_config.hpp b/src/script/script_config.hpp
index 7ddc0ab6a..13a136cbb 100644
--- a/src/script/script_config.hpp
+++ b/src/script/script_config.hpp
@@ -116,7 +116,7 @@ public:
void AnchorUnchangeableSettings();
/**
- * Get the value of a setting for this config. It might fallback to his
+ * Get the value of a setting for this config. It might fallback to its
* 'info' to find the default value (if not set or if not-custom difficulty
* level).
* @return The (default) value of the setting, or -1 if the setting was not
diff --git a/src/script/script_info_dummy.cpp b/src/script/script_info_dummy.cpp
index 063c028cc..9438b77f0 100644
--- a/src/script/script_info_dummy.cpp
+++ b/src/script/script_info_dummy.cpp
@@ -15,7 +15,7 @@
#include "../safeguards.h"
-/* The reason this exists in C++, is that a user can trash his ai/ or game/ dir,
+/* The reason this exists in C++, is that a user can trash their ai/ or game/ dir,
* leaving no Scripts available. The complexity to solve this is insane, and
* therefore the alternative is used, and make sure there is always a Script
* available, no matter what the situation is. By defining it in C++, there
diff --git a/src/script/script_instance.hpp b/src/script/script_instance.hpp
index c097e0eb7..4709c44e2 100644
--- a/src/script/script_instance.hpp
+++ b/src/script/script_instance.hpp
@@ -55,7 +55,7 @@ public:
virtual class ScriptInfo *FindLibrary(const char *library, int version) = 0;
/**
- * A script in multiplayer waits for the server to handle his DoCommand.
+ * A script in multiplayer waits for the server to handle its DoCommand.
* It keeps waiting for this until this function is called.
*/
void Continue();