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-rw-r--r--src/town_cmd.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index e186a8733..abfa18106 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -283,7 +283,7 @@ static Foundation GetFoundation_Town(TileIndex tile, Slope tileh)
/**
* Animate a tile for a town
* Only certain houses can be animated
- * The newhouses animation superseeds regular ones
+ * The newhouses animation supersedes regular ones
* @param tile TileIndex of the house to animate
*/
static void AnimateTile_Town(TileIndex tile)
@@ -374,8 +374,8 @@ void UpdateAllTownVirtCoords()
/**
* Change the towns population
- * @param t Town which polulation has changed
- * @param mod polulation change (can be positive or negative)
+ * @param t Town which population has changed
+ * @param mod population change (can be positive or negative)
*/
static void ChangePopulation(Town *t, int mod)
{
@@ -804,9 +804,9 @@ static RoadBits GetTownRoadBits(TileIndex tile)
* Assuming a road from (tile - TileOffsByDiagDir(dir)) to tile,
* is there a parallel road left or right of it within distance dist_multi?
*
- * @param tile curent tile
+ * @param tile current tile
* @param dir target direction
- * @param dist_multi distance multiplyer
+ * @param dist_multi distance multiplayer
* @return true if there is a parallel road
*/
static bool IsNeighborRoadTile(TileIndex tile, const DiagDirection dir, uint dist_multi)
@@ -1173,7 +1173,7 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
} else if (target_dir < DIAGDIR_END && !(cur_rb & DiagDirToRoadBits(ReverseDiagDir(target_dir)))) {
/* Continue building on a partial road.
- * Should be allways OK, so we only generate
+ * Should be always OK, so we only generate
* the fitting RoadBits */
_grow_town_result = GROWTH_SEARCH_STOPPED;
@@ -2221,7 +2221,7 @@ static bool BuildTownHouse(Town *t, TileIndex tile)
while (probability_max > 0) {
/* Building a multitile building can change the location of tile.
* The building would still be built partially on that tile, but
- * its nothern tile would be elsewere. However, if the callback
+ * its northern tile would be elsewhere. However, if the callback
* fails we would be basing further work from the changed tile.
* So a next 1x1 tile building could be built on the wrong tile. */
tile = baseTile;
@@ -2859,7 +2859,7 @@ static CommandCost TownActionBribe(Town *t, DoCommandFlag flags)
}
}
- /* only show errormessage to the executing player. All errors are handled command.c
+ /* only show error message to the executing player. All errors are handled command.c
* but this is special, because it can only 'fail' on a DC_EXEC */
if (IsLocalCompany()) ShowErrorMessage(STR_ERROR_BRIBE_FAILED, INVALID_STRING_ID, WL_INFO);