diff options
Diffstat (limited to 'src/tgp.cpp')
-rw-r--r-- | src/tgp.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/tgp.cpp b/src/tgp.cpp index 436870b41..02621f127 100644 --- a/src/tgp.cpp +++ b/src/tgp.cpp @@ -47,7 +47,7 @@ * second sets the major variations to that, ... until finally the smallest * bumps are added. * - * Usefully, this routine is totally scaleable; so when 32bpp comes along, the + * Usefully, this routine is totally scalable; so when 32bpp comes along, the * terrain can be as bumpy as you like! It is also infinitely expandable; a * single random seed terrain continues in X & Y as far as you care to * calculate. In theory, we could use just one seed value, but randomly select @@ -262,7 +262,7 @@ static amplitude_t GetAmplitude(int frequency) * areas with a particular gradient so that we are able to create maps without too * many steep slopes up to the wanted height level. It's definitely not perfect since * it will bring larger rectangles with similar slopes which makes the rectangular - * behaviour of TGP more noticable. However, these height differentiations cannot + * behaviour of TGP more noticeable. However, these height differentiations cannot * happen over much smaller areas; we basically double the "range" to give a similar * slope for every doubling of map height. */ @@ -977,7 +977,7 @@ static void TgenSetTileHeight(TileIndex tile, int height) * The main new land generator using Perlin noise. Desert landscape is handled * different to all others to give a desert valley between two high mountains. * Clearly if a low height terrain (flat/very flat) is chosen, then the tropic - * areas wont be high enough, and there will be very little tropic on the map. + * areas won't be high enough, and there will be very little tropic on the map. * Thus Tropic works best on Hilly or Mountainous. */ void GenerateTerrainPerlin() |