diff options
Diffstat (limited to 'src/town_cmd.cpp')
-rw-r--r-- | src/town_cmd.cpp | 16 |
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); |