diff options
Diffstat (limited to 'src/tunnelbridge_cmd.cpp')
-rw-r--r-- | src/tunnelbridge_cmd.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp index cb9063c6e..87edbc27d 100644 --- a/src/tunnelbridge_cmd.cpp +++ b/src/tunnelbridge_cmd.cpp @@ -10,7 +10,7 @@ /** * @file tunnelbridge_cmd.cpp * This file deals with tunnels and bridges (non-gui stuff) - * @todo seperate this file into two + * @todo separate this file into two */ #include "stdafx.h" @@ -61,7 +61,7 @@ void ResetBridges() } } - /* Then, wipe out current bidges */ + /* Then, wipe out current bridges */ memset(&_bridge, 0, sizeof(_bridge)); /* And finally, reinstall default data */ memcpy(&_bridge, &_orig_bridge, sizeof(_orig_bridge)); @@ -91,8 +91,8 @@ int CalcBridgeLenCostFactor(int length) /** * Get the foundation for a bridge. * @param tileh The slope to build the bridge on. - * @param axis The axis of the bridge entrace. - * @return The foundatiton required. + * @param axis The axis of the bridge entrance. + * @return The foundation required. */ Foundation GetBridgeFoundation(Slope tileh, Axis axis) { @@ -432,7 +432,7 @@ CommandCost CmdBuildBridge(TileIndex end_tile, DoCommandFlag flags, uint32 p1, u if (flags & DC_EXEC) { /* We do this here because when replacing a bridge with another * type calling SetBridgeMiddle isn't needed. After all, the - * tile alread has the has_bridge_above bits set. */ + * tile already has the has_bridge_above bits set. */ SetBridgeMiddle(tile, direction); } } @@ -592,7 +592,7 @@ CommandCost CmdBuildTunnel(TileIndex start_tile, DoCommandFlag flags, uint32 p1, TileIndex end_tile = start_tile; - /* Tile shift coeficient. Will decrease for very long tunnels to avoid exponential growth of price*/ + /* Tile shift coefficient. Will decrease for very long tunnels to avoid exponential growth of price*/ int tiles_coef = 3; /* Number of tiles from start of tunnel */ int tiles = 0; @@ -1077,7 +1077,7 @@ static void DrawBridgeTramBits(int x, int y, int z, int offset, bool overlay, bo /** * Draws a tunnel of bridge tile. - * For tunnels, this is rather simple, as you only needa draw the entrance. + * For tunnels, this is rather simple, as you only need to draw the entrance. * Bridges are a bit more complex. base_offset is where the sprite selection comes into play * and it works a bit like a bitmask.<p> For bridge heads: * @param ti TileInfo of the structure to draw @@ -1556,7 +1556,7 @@ static void TileLoop_TunnelBridge(TileIndex tile) switch (_settings_game.game_creation.landscape) { case LT_ARCTIC: { /* As long as we do not have a snow density, we want to use the density - * from the entry endge. For tunnels this is the lowest point for bridges the highest point. + * from the entry edge. For tunnels this is the lowest point for bridges the highest point. * (Independent of foundations) */ int z = IsBridge(tile) ? GetTileMaxZ(tile) : GetTileZ(tile); if (snow_or_desert != (z > GetSnowLine())) { |