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-rw-r--r--src/table/bridge_land.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/table/bridge_land.h b/src/table/bridge_land.h
index f1ff8b415..4f6f94bb0 100644
--- a/src/table/bridge_land.h
+++ b/src/table/bridge_land.h
@@ -13,7 +13,7 @@
* <ul><li>_bridge_sprite_table_n_m. Defines all the sprites of a bridge besides the pylons.
* n defines the number of the bridge type, m the number of the section. the highest m for
* each bridge set defines the heads.<br>
- * Sprites for middle secionts are arranged in groups of four, the elements are:
+ * Sprites for middle sections are arranged in groups of four, the elements are:
* <ol><li>Element containing the track. This element is logically behind the vehicle.</li>
* <li>Element containing the structure that is logically between the vehicle and the camera</li>
* <li>Element containing the pylons.</li></ol>
@@ -729,7 +729,7 @@ static const PalSpriteID * const * const _bridge_sprite_table[MAX_BRIDGES] = {
/**
* Describes the data that defines each bridge in the game
- * @param y year of availablity
+ * @param y year of availability
* @param mnl minimum length (not counting bridge heads)
* @param mxl maximum length (not counting bridge heads)
* @param p price multiplier
@@ -745,7 +745,7 @@ static const PalSpriteID * const * const _bridge_sprite_table[MAX_BRIDGES] = {
const BridgeSpec _orig_bridge[] = {
/*
- year of availablity
+ year of availability
| minimum length
| | maximum length
| | | price multiplier