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-rw-r--r--src/aircraft_cmd.cpp2
-rw-r--r--src/blitter/factory.hpp2
-rw-r--r--src/console_internal.h2
-rw-r--r--src/economy.cpp4
-rw-r--r--src/graph_gui.cpp2
-rw-r--r--src/heightmap.cpp2
-rw-r--r--src/linkgraph/linkgraphjob.cpp2
-rw-r--r--src/misc_cmd.cpp2
-rw-r--r--src/network/core/tcp_game.h2
-rw-r--r--src/network/network.cpp6
-rw-r--r--src/network/network_chat_gui.cpp2
-rw-r--r--src/network/network_gui.h2
-rw-r--r--src/network/network_server.cpp10
-rw-r--r--src/newgrf.cpp2
-rw-r--r--src/newgrf_airporttiles.cpp2
-rw-r--r--src/newgrf_commons.cpp4
-rw-r--r--src/newgrf_industries.cpp2
-rw-r--r--src/openttd.cpp2
-rw-r--r--src/order_cmd.cpp2
-rw-r--r--src/pathfinder/npf/aystar.cpp4
-rw-r--r--src/rail_gui.cpp2
-rw-r--r--src/saveload/afterload.cpp2
-rw-r--r--src/saveload/ai_sl.cpp2
-rw-r--r--src/saveload/saveload.cpp2
-rw-r--r--src/script/api/script_controller.cpp2
-rw-r--r--src/script/api/script_object.cpp2
-rw-r--r--src/script/api/script_waypointlist.hpp4
-rw-r--r--src/script/script_config.hpp2
-rw-r--r--src/script/script_info_dummy.cpp2
-rw-r--r--src/script/script_instance.hpp2
-rw-r--r--src/settings_type.h2
-rw-r--r--src/ship_cmd.cpp2
-rw-r--r--src/station_cmd.cpp2
-rw-r--r--src/strings.cpp2
-rw-r--r--src/table/settings.ini2
-rw-r--r--src/train_cmd.cpp2
36 files changed, 47 insertions, 45 deletions
diff --git a/src/aircraft_cmd.cpp b/src/aircraft_cmd.cpp
index 2d47b560f..445798327 100644
--- a/src/aircraft_cmd.cpp
+++ b/src/aircraft_cmd.cpp
@@ -1025,7 +1025,7 @@ static bool AircraftController(Aircraft *v)
if (count == 0) return false;
/* If the plane will be a few subpixels away from the destination after
- * this movement loop, start nudging him towards the exact position for
+ * this movement loop, start nudging it towards the exact position for
* the whole loop. Otherwise, heavily depending on the speed of the plane,
* it is possible we totally overshoot the target, causing the plane to
* make a loop, and trying again, and again, and again .. */
diff --git a/src/blitter/factory.hpp b/src/blitter/factory.hpp
index 94f3f9998..322b11c95 100644
--- a/src/blitter/factory.hpp
+++ b/src/blitter/factory.hpp
@@ -91,7 +91,7 @@ public:
}
/**
- * Find the requested blitter and return his class.
+ * Find the requested blitter and return its class.
* @param name the blitter to select.
* @post Sets the blitter so GetCurrentBlitter() returns it too.
*/
diff --git a/src/console_internal.h b/src/console_internal.h
index ca2f92193..80752a08e 100644
--- a/src/console_internal.h
+++ b/src/console_internal.h
@@ -29,7 +29,7 @@ enum ConsoleHookResult {
* effect they produce are carried out. The arguments to the commands
* are given to them, each input word separated by a double-quote (") is an argument
* If you want to handle multiple words as one, enclose them in double-quotes
- * eg. 'say "hello sexy boy"'
+ * eg. 'say "hello everybody"'
*/
typedef bool IConsoleCmdProc(byte argc, char *argv[]);
typedef ConsoleHookResult IConsoleHook(bool echo);
diff --git a/src/economy.cpp b/src/economy.cpp
index ae289a51d..09adf81b9 100644
--- a/src/economy.cpp
+++ b/src/economy.cpp
@@ -311,7 +311,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
for (const Company *c : Company::Iterate()) {
for (i = 0; i < 4; i++) {
if (c->share_owners[i] == old_owner) {
- /* Sell his shares */
+ /* Sell its shares */
CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
/* Because we are in a DoCommand, we can't just execute another one and
* expect the money to be removed. We need to do it ourself! */
@@ -337,7 +337,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
}
/* Temporarily increase the company's money, to be sure that
- * removing his/her property doesn't fail because of lack of money.
+ * removing their property doesn't fail because of lack of money.
* Not too drastically though, because it could overflow */
if (new_owner == INVALID_OWNER) {
Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
diff --git a/src/graph_gui.cpp b/src/graph_gui.cpp
index c50027718..10433fc09 100644
--- a/src/graph_gui.cpp
+++ b/src/graph_gui.cpp
@@ -1417,7 +1417,7 @@ struct PerformanceRatingDetailWindow : Window {
int64 needed = _score_info[score_type].needed;
int score = _score_info[score_type].score;
- /* SCORE_TOTAL has his own rules ;) */
+ /* SCORE_TOTAL has its own rules ;) */
if (score_type == SCORE_TOTAL) {
for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) score += _score_info[i].score;
needed = SCORE_MAX;
diff --git a/src/heightmap.cpp b/src/heightmap.cpp
index 7b070f440..458b0c910 100644
--- a/src/heightmap.cpp
+++ b/src/heightmap.cpp
@@ -480,7 +480,7 @@ bool GetHeightmapDimensions(DetailedFileType dft, const char *filename, uint *x,
}
/**
- * Load a heightmap from file and change the map in his current dimensions
+ * Load a heightmap from file and change the map in its current dimensions
* to a landscape representing the heightmap.
* It converts pixels to height. The brighter, the higher.
* @param dft Type of image file.
diff --git a/src/linkgraph/linkgraphjob.cpp b/src/linkgraph/linkgraphjob.cpp
index 6a70e9fb6..8e5ec3283 100644
--- a/src/linkgraph/linkgraphjob.cpp
+++ b/src/linkgraph/linkgraphjob.cpp
@@ -65,7 +65,7 @@ void LinkGraphJob::SpawnThread()
* On the other hand, if you want to play games which make this hang noticeably
* on a platform without threads then you'll probably get other problems first.
* OK:
- * If someone comes and tells me that this hangs for him/her, I'll implement a
+ * If someone comes and tells me that this hangs for them, I'll implement a
* smaller grained "Step" method for all handlers and add some more ticks where
* "Step" is called. No problem in principle. */
LinkGraphSchedule::Run(this);
diff --git a/src/misc_cmd.cpp b/src/misc_cmd.cpp
index 2d1bbdf7a..f9a102d1a 100644
--- a/src/misc_cmd.cpp
+++ b/src/misc_cmd.cpp
@@ -129,7 +129,7 @@ CommandCost CmdDecreaseLoan(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
* In case of an unsafe unpause, we want the
* user to confirm that it might crash.
* @param w unused
- * @param confirmed whether the user confirms his/her action
+ * @param confirmed whether the user confirmed their action
*/
static void AskUnsafeUnpauseCallback(Window *w, bool confirmed)
{
diff --git a/src/network/core/tcp_game.h b/src/network/core/tcp_game.h
index 5fe9cd465..90b7184f0 100644
--- a/src/network/core/tcp_game.h
+++ b/src/network/core/tcp_game.h
@@ -274,7 +274,7 @@ protected:
virtual NetworkRecvStatus Receive_CLIENT_COMPANY_PASSWORD(Packet *p);
/**
- * The client is joined and ready to receive his map:
+ * The client is joined and ready to receive their map:
* uint32 Own client ID.
* uint32 Generation seed.
* string Network ID of the server.
diff --git a/src/network/network.cpp b/src/network/network.cpp
index 80ecfc2cd..2c5390dc0 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -269,8 +269,8 @@ void NetworkTextMessage(NetworkAction action, TextColour colour, bool self_send,
uint NetworkCalculateLag(const NetworkClientSocket *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
- /* This client has missed his ACK packet after 1 DAY_TICKS..
- * so we increase his lag for every frame that passes!
+ /* This client has missed their ACK packet after 1 DAY_TICKS..
+ * so we increase their lag for every frame that passes!
* The packet can be out by a max of _net_frame_freq */
if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter) {
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
@@ -680,7 +680,7 @@ public:
};
/**
- * Query a server to fetch his game-info for the lobby.
+ * Query a server to fetch the game-info for the lobby.
* @param connection_string the address to query.
*/
void NetworkQueryLobbyServer(const std::string &connection_string)
diff --git a/src/network/network_chat_gui.cpp b/src/network/network_chat_gui.cpp
index e8fbf0f12..82d9a819b 100644
--- a/src/network/network_chat_gui.cpp
+++ b/src/network/network_chat_gui.cpp
@@ -128,7 +128,7 @@ void NetworkUndrawChatMessage()
/* Sometimes we also need to hide the cursor
* This is because both textmessage and the cursor take a shot of the
* screen before drawing.
- * Now the textmessage takes his shot and paints his data before the cursor
+ * Now the textmessage takes its shot and paints its data before the cursor
* does, so in the shot of the cursor is the screen-data of the textmessage
* included when the cursor hangs somewhere over the textmessage. To
* avoid wrong repaints, we undraw the cursor in that case, and everything
diff --git a/src/network/network_gui.h b/src/network/network_gui.h
index e4ccf4e78..f435efbcd 100644
--- a/src/network/network_gui.h
+++ b/src/network/network_gui.h
@@ -32,7 +32,7 @@ struct NetworkCompanyInfo : NetworkCompanyStats {
Money company_value; ///< The company value
Money money; ///< The amount of money the company has
Money income; ///< How much did the company earned last year
- uint16 performance; ///< What was his performance last month?
+ uint16 performance; ///< What was their performance last month?
bool use_password; ///< Is there a password
char clients[NETWORK_CLIENTS_LENGTH]; ///< The clients that control this company (Name1, name2, ..)
};
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 7b77c76c4..91ab8bd9c 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -472,7 +472,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendError(NetworkErrorCode err
DEBUG(net, 1, "Client %d made an error and has been disconnected: %s", this->client_id, str);
}
- /* The client made a mistake, so drop his connection now! */
+ /* The client made a mistake, so drop the connection now! */
return this->CloseConnection(NETWORK_RECV_STATUS_SERVER_ERROR);
}
@@ -858,7 +858,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_NEWGRFS_CHECKED
NetworkClientInfo *ci = this->GetInfo();
- /* We now want a password from the client else we do not allow him in! */
+ /* We now want a password from the client else we do not allow them in! */
if (!_settings_client.network.server_password.empty()) {
return this->SendNeedGamePassword();
}
@@ -995,7 +995,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMPANY_PASSWOR
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_GETMAP(Packet *p)
{
/* The client was never joined.. so this is impossible, right?
- * Ignore the packet, give the client a warning, and close his connection */
+ * Ignore the packet, give the client a warning, and close the connection */
if (this->status < STATUS_AUTHORIZED || this->HasClientQuit()) {
return this->SendError(NETWORK_ERROR_NOT_AUTHORIZED);
}
@@ -1063,7 +1063,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_MAP_OK(Packet *
NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_COMMAND(Packet *p)
{
/* The client was never joined.. so this is impossible, right?
- * Ignore the packet, give the client a warning, and close his connection */
+ * Ignore the packet, give the client a warning, and close the connection */
if (this->status < STATUS_DONE_MAP || this->HasClientQuit()) {
return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
}
@@ -1857,7 +1857,7 @@ void NetworkServer_Tick(bool send_frame)
* spamming the client. Strictly speaking this variable
* tracks when we last received a packet from the client,
* but as it is waiting, it will not send us any till we
- * start sending him data. */
+ * start sending them data. */
cs->last_packet = std::chrono::steady_clock::now();
}
break;
diff --git a/src/newgrf.cpp b/src/newgrf.cpp
index d2b3449c9..5ddfcaddd 100644
--- a/src/newgrf.cpp
+++ b/src/newgrf.cpp
@@ -3185,7 +3185,7 @@ static ChangeInfoResult IndustrytilesChangeInfo(uint indtid, int numinfo, int pr
/* A copied tile should not have the animation infos copied too.
* The anim_state should be left untouched, though
- * It is up to the author to animate them himself */
+ * It is up to the author to animate them */
tsp->anim_production = INDUSTRYTILE_NOANIM;
tsp->anim_next = INDUSTRYTILE_NOANIM;
diff --git a/src/newgrf_airporttiles.cpp b/src/newgrf_airporttiles.cpp
index a04906451..221d9aef4 100644
--- a/src/newgrf_airporttiles.cpp
+++ b/src/newgrf_airporttiles.cpp
@@ -155,7 +155,7 @@ static uint32 GetAirportTileIDAtOffset(TileIndex tile, const Station *st, uint32
}
}
/* The tile has no spritegroup */
- return 0xFF << 8 | ats->grf_prop.subst_id; // so just give him the substitute
+ return 0xFF << 8 | ats->grf_prop.subst_id; // so just give it the substitute
}
/* virtual */ uint32 AirportTileScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
diff --git a/src/newgrf_commons.cpp b/src/newgrf_commons.cpp
index 64eed8139..55674a60d 100644
--- a/src/newgrf_commons.cpp
+++ b/src/newgrf_commons.cpp
@@ -264,7 +264,7 @@ void IndustryOverrideManager::SetEntitySpec(IndustrySpec *inds)
if (ind_id == invalid_ID) {
/* Not found.
- * Or it has already been overridden, so you've lost your place old boy.
+ * Or it has already been overridden, so you've lost your place.
* Or it is a simple substitute.
* We need to find a free available slot */
ind_id = this->AddEntityID(inds->grf_prop.local_id, inds->grf_prop.grffile->grfid, inds->grf_prop.subst_id);
@@ -319,7 +319,7 @@ void ObjectOverrideManager::SetEntitySpec(ObjectSpec *spec)
if (type == invalid_ID) {
/* Not found.
- * Or it has already been overridden, so you've lost your place old boy.
+ * Or it has already been overridden, so you've lost your place.
* Or it is a simple substitute.
* We need to find a free available slot */
type = this->AddEntityID(spec->grf_prop.local_id, spec->grf_prop.grffile->grfid, OBJECT_TRANSMITTER);
diff --git a/src/newgrf_industries.cpp b/src/newgrf_industries.cpp
index abae44604..55f80e974 100644
--- a/src/newgrf_industries.cpp
+++ b/src/newgrf_industries.cpp
@@ -85,7 +85,7 @@ uint32 GetIndustryIDAtOffset(TileIndex tile, const Industry *i, uint32 cur_grfid
}
}
/* The tile has no spritegroup */
- return 0xFF << 8 | indtsp->grf_prop.subst_id; // so just give him the substitute
+ return 0xFF << 8 | indtsp->grf_prop.subst_id; // so just give it the substitute
}
static uint32 GetClosestIndustry(TileIndex tile, IndustryType type, const Industry *current)
diff --git a/src/openttd.cpp b/src/openttd.cpp
index fec8bf9ca..5a4e73593 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -965,7 +965,7 @@ bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileTy
void SwitchToMode(SwitchMode new_mode)
{
- /* If we are saving something, the network stays in his current state */
+ /* If we are saving something, the network stays in its current state */
if (new_mode != SM_SAVE_GAME) {
/* If the network is active, make it not-active */
if (_networking) {
diff --git a/src/order_cmd.cpp b/src/order_cmd.cpp
index c4793fa33..70fce860b 100644
--- a/src/order_cmd.cpp
+++ b/src/order_cmd.cpp
@@ -1039,7 +1039,7 @@ static void CancelLoadingDueToDeletedOrder(Vehicle *v)
{
assert(v->current_order.IsType(OT_LOADING));
/* NON-stop flag is misused to see if a train is in a station that is
- * on his order list or not */
+ * on its order list or not */
v->current_order.SetNonStopType(ONSF_STOP_EVERYWHERE);
/* When full loading, "cancel" that order so the vehicle doesn't
* stay indefinitely at this station anymore. */
diff --git a/src/pathfinder/npf/aystar.cpp b/src/pathfinder/npf/aystar.cpp
index b14053b7c..163d7859e 100644
--- a/src/pathfinder/npf/aystar.cpp
+++ b/src/pathfinder/npf/aystar.cpp
@@ -144,14 +144,14 @@ void AyStar::CheckTile(AyStarNode *current, OpenListNode *parent)
/* Re-add it in the openlist_queue. */
this->openlist_queue.Push(check, new_f);
} else {
- /* A new node, add him to the OpenList */
+ /* A new node, add it to the OpenList */
this->OpenListAdd(closedlist_parent, current, new_f, new_g);
}
}
/**
* This function is the core of %AyStar. It handles one item and checks
- * his neighbour items. If they are valid, they are added to be checked too.
+ * its neighbour items. If they are valid, they are added to be checked too.
* @return Possible values:
* - #AYSTAR_EMPTY_OPENLIST : indicates all items are tested, and no path has been found.
* - #AYSTAR_LIMIT_REACHED : Indicates that the max_search_nodes limit has been reached.
diff --git a/src/rail_gui.cpp b/src/rail_gui.cpp
index 3cb99d785..e7221d01c 100644
--- a/src/rail_gui.cpp
+++ b/src/rail_gui.cpp
@@ -410,7 +410,7 @@ static void HandleAutoSignalPlacement()
}
/* _settings_client.gui.drag_signals_density is given as a parameter such that each user
- * in a network game can specify his/her own signal density */
+ * in a network game can specify their own signal density */
DoCommandP(TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y), p2,
_remove_button_clicked ?
CMD_REMOVE_SIGNAL_TRACK | CMD_MSG(STR_ERROR_CAN_T_REMOVE_SIGNALS_FROM) :
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 26c749bf7..f60c12b91 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -179,7 +179,7 @@ static void UpdateExclusiveRights()
* Build an array town_blocked[ town_id ][ company_id ]
* that stores if at least one station in that town is blocked for a company
* 2.) Go through that array, if you find a town that is not blocked for
- * one company, but for all others, then give him exclusivity.
+ * one company, but for all others, then give it exclusivity.
*/
}
diff --git a/src/saveload/ai_sl.cpp b/src/saveload/ai_sl.cpp
index 4c751117f..3bc1d0f87 100644
--- a/src/saveload/ai_sl.cpp
+++ b/src/saveload/ai_sl.cpp
@@ -51,7 +51,7 @@ static void SaveReal_AIPL(int *index_ptr)
_ai_saveload_settings = config->SettingsToString();
SlObject(nullptr, _ai_company);
- /* If the AI was active, store his data too */
+ /* If the AI was active, store its data too */
if (Company::IsValidAiID(index)) AI::Save(index);
}
diff --git a/src/saveload/saveload.cpp b/src/saveload/saveload.cpp
index 34982ecfe..442ab9135 100644
--- a/src/saveload/saveload.cpp
+++ b/src/saveload/saveload.cpp
@@ -2618,7 +2618,7 @@ static SaveOrLoadResult DoLoad(LoadFilter *reader, bool load_check)
fmt = _saveload_formats;
for (;;) {
if (fmt == endof(_saveload_formats)) {
- /* Who removed LZO support? Bad bad boy! */
+ /* Who removed LZO support? */
NOT_REACHED();
}
if (fmt->tag == TO_BE32X('OTTD')) break;
diff --git a/src/script/api/script_controller.cpp b/src/script/api/script_controller.cpp
index e74f27e4a..8af7b87a3 100644
--- a/src/script/api/script_controller.cpp
+++ b/src/script/api/script_controller.cpp
@@ -54,7 +54,7 @@
seprintf(log_message, lastof(log_message), "Break: %s", message);
ScriptLog::Log(ScriptLog::LOG_SQ_ERROR, log_message);
- /* Inform script developer that his script has been paused and
+ /* Inform script developer that their script has been paused and
* needs manual action to continue. */
ShowAIDebugWindow(ScriptObject::GetRootCompany());
diff --git a/src/script/api/script_object.cpp b/src/script/api/script_object.cpp
index 6275d1be3..85a85cca1 100644
--- a/src/script/api/script_object.cpp
+++ b/src/script/api/script_object.cpp
@@ -365,7 +365,7 @@ ScriptObject::ActiveInstance::~ActiveInstance()
IncreaseDoCommandCosts(res.GetCost());
/* Suspend the script player for 1+ ticks, so it simulates multiplayer. This
- * both avoids confusion when a developer launched his script in a
+ * both avoids confusion when a developer launched the script in a
* multiplayer game, but also gives time for the GUI and human player
* to interact with the game. */
throw Script_Suspend(GetDoCommandDelay(), callback);
diff --git a/src/script/api/script_waypointlist.hpp b/src/script/api/script_waypointlist.hpp
index 0ee33eff6..f05754b1e 100644
--- a/src/script/api/script_waypointlist.hpp
+++ b/src/script/api/script_waypointlist.hpp
@@ -34,7 +34,9 @@ public:
class ScriptWaypointList_Vehicle : public ScriptList {
public:
/**
- * @param vehicle_id The vehicle to get the list of waypoints he has in its orders from.
+ * Get the waypoints from the orders of the given vehicle. Duplicates are
+ * not added. Waypoints are added in the order of the vehicle's orders.
+ * @param vehicle_id The vehicle to get the list of waypoints for.
*/
ScriptWaypointList_Vehicle(VehicleID vehicle_id);
};
diff --git a/src/script/script_config.hpp b/src/script/script_config.hpp
index 7ddc0ab6a..13a136cbb 100644
--- a/src/script/script_config.hpp
+++ b/src/script/script_config.hpp
@@ -116,7 +116,7 @@ public:
void AnchorUnchangeableSettings();
/**
- * Get the value of a setting for this config. It might fallback to his
+ * Get the value of a setting for this config. It might fallback to its
* 'info' to find the default value (if not set or if not-custom difficulty
* level).
* @return The (default) value of the setting, or -1 if the setting was not
diff --git a/src/script/script_info_dummy.cpp b/src/script/script_info_dummy.cpp
index 063c028cc..9438b77f0 100644
--- a/src/script/script_info_dummy.cpp
+++ b/src/script/script_info_dummy.cpp
@@ -15,7 +15,7 @@
#include "../safeguards.h"
-/* The reason this exists in C++, is that a user can trash his ai/ or game/ dir,
+/* The reason this exists in C++, is that a user can trash their ai/ or game/ dir,
* leaving no Scripts available. The complexity to solve this is insane, and
* therefore the alternative is used, and make sure there is always a Script
* available, no matter what the situation is. By defining it in C++, there
diff --git a/src/script/script_instance.hpp b/src/script/script_instance.hpp
index c097e0eb7..4709c44e2 100644
--- a/src/script/script_instance.hpp
+++ b/src/script/script_instance.hpp
@@ -55,7 +55,7 @@ public:
virtual class ScriptInfo *FindLibrary(const char *library, int version) = 0;
/**
- * A script in multiplayer waits for the server to handle his DoCommand.
+ * A script in multiplayer waits for the server to handle its DoCommand.
* It keeps waiting for this until this function is called.
*/
void Continue();
diff --git a/src/settings_type.h b/src/settings_type.h
index bba95ad96..39a73b3ed 100644
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -125,7 +125,7 @@ struct GUISettings {
bool autosave_on_network_disconnect; ///< save an autosave when you get disconnected from a network game with an error?
uint8 date_format_in_default_names; ///< should the default savegame/screenshot name use long dates (31th Dec 2008), short dates (31-12-2008) or ISO dates (2008-12-31)
byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
- bool population_in_label; ///< show the population of a town in his label?
+ bool population_in_label; ///< show the population of a town in its label?
uint8 right_mouse_btn_emulation; ///< should we emulate right mouse clicking?
uint8 scrollwheel_scrolling; ///< scrolling using the scroll wheel?
uint8 scrollwheel_multiplier; ///< how much 'wheel' per incoming event from the OS?
diff --git a/src/ship_cmd.cpp b/src/ship_cmd.cpp
index ca159531a..415d97ebc 100644
--- a/src/ship_cmd.cpp
+++ b/src/ship_cmd.cpp
@@ -257,7 +257,7 @@ Trackdir Ship::GetVehicleTrackdir() const
}
if (this->state == TRACK_BIT_WORMHOLE) {
- /* ship on aqueduct, so just use his direction and assume a diagonal track */
+ /* ship on aqueduct, so just use its direction and assume a diagonal track */
return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
}
diff --git a/src/station_cmd.cpp b/src/station_cmd.cpp
index eecb08d7c..d1e12604c 100644
--- a/src/station_cmd.cpp
+++ b/src/station_cmd.cpp
@@ -3468,7 +3468,7 @@ static void UpdateStationRating(Station *st)
for (const CargoSpec *cs : CargoSpec::Iterate()) {
GoodsEntry *ge = &st->goods[cs->Index()];
- /* Slowly increase the rating back to his original level in the case we
+ /* Slowly increase the rating back to its original level in the case we
* didn't deliver cargo yet to this station. This happens when a bribe
* failed while you didn't moved that cargo yet to a station. */
if (!ge->HasRating() && ge->rating < INITIAL_STATION_RATING) {
diff --git a/src/strings.cpp b/src/strings.cpp
index fb1943870..8c9ac0aaf 100644
--- a/src/strings.cpp
+++ b/src/strings.cpp
@@ -836,7 +836,7 @@ static char *FormatString(char *buff, const char *str_arg, StringParameters *arg
const char *&str = str_stack.top();
if (SCC_NEWGRF_FIRST <= b && b <= SCC_NEWGRF_LAST) {
- /* We need to pass some stuff as it might be modified; oh boy. */
+ /* We need to pass some stuff as it might be modified. */
//todo: should argve be passed here too?
b = RemapNewGRFStringControlCode(b, buf_start, &buff, &str, (int64 *)args->GetDataPointer(), args->GetDataLeft(), dry_run);
if (b == 0) continue;
diff --git a/src/table/settings.ini b/src/table/settings.ini
index 66dc55e9b..eea30e003 100644
--- a/src/table/settings.ini
+++ b/src/table/settings.ini
@@ -56,7 +56,7 @@ static bool UpdateClientConfigValues(int32 p1);
* It is also a bit tricky since you would think that service_interval
* for example doesn't need to be synched. Every client assigns the
* service_interval value to the v->service_interval, meaning that every client
- * assigns his value. If the setting was company-based, that would mean that
+ * assigns its own value. If the setting was company-based, that would mean that
* vehicles could decide on different moments that they are heading back to a
* service depot, causing desyncs on a massive scale. */
const SettingDesc _settings[] = {
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index 169fb9d71..dc87827a7 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -4026,7 +4026,7 @@ Trackdir Train::GetVehicleTrackdir() const
}
if (this->track == TRACK_BIT_WORMHOLE) {
- /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
+ /* train in tunnel or on bridge, so just use its direction and assume a diagonal track */
return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
}