From 57852f64988b92fa7d9031ea76aa89b67d08c4f6 Mon Sep 17 00:00:00 2001 From: miham Date: Wed, 29 Dec 2004 13:13:29 +0000 Subject: (svn r1297) Language fixes in the source.. (ln-) --- ai_new.c | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'ai_new.c') diff --git a/ai_new.c b/ai_new.c index 9e72d3c90..56370f68e 100644 --- a/ai_new.c +++ b/ai_new.c @@ -408,7 +408,7 @@ static void AiNew_State_LocateRoute(Player *p) { int max_cargo = DEREF_TOWN(p->ainew.from_ic)->max_pass + DEREF_TOWN(p->ainew.temp)->max_pass; max_cargo -= DEREF_TOWN(p->ainew.from_ic)->act_pass + DEREF_TOWN(p->ainew.temp)->act_pass; // max_cargo is now the amount of cargo we can move between the two cities - // If it is more then the distance, we allow it + // If it is more than the distance, we allow it if (GetTileDist(DEREF_TOWN(p->ainew.from_ic)->xy, DEREF_TOWN(p->ainew.temp)->xy) <= max_cargo * AI_LOCATEROUTE_BUS_CARGO_DISTANCE) { // We found a good city/industry, save the data of it p->ainew.to_ic = p->ainew.temp; @@ -493,7 +493,7 @@ static void AiNew_State_LocateRoute(Player *p) { p->ainew.last_id = p->ainew.temp; } -// Check if there are not more then a certain amount of vehicles pointed to a certain +// Check if there are not more than a certain amount of vehicles pointed to a certain // station. This to prevent 10 busses going to one station, which gives... problems ;) static bool AiNew_CheckVehicleStation(Player *p, Station *st) { int count = 0; @@ -558,7 +558,7 @@ static void AiNew_State_FindStation(Player *p) { // First, we are going to look at the stations that already exist inside the city // If there is enough cargo left in the station, we take that station - // If that is not possible, and there are more then 2 stations in the city, abort + // If that is not possible, and there are more than 2 stations in the city, abort i = AiNew_PickVehicle(p); // Euhmz, this should not happen _EVER_ // Quit finding a route... @@ -588,7 +588,7 @@ static void AiNew_State_FindStation(Player *p) { } // We are going to add a new station... if (new_tile == 0) count++; - // No more then 2 stations allowed in a city + // No more than 2 stations allowed in a city // This is because only the best 2 stations of one cargo do get any cargo if (count > 2) { p->ainew.state = AI_STATE_NOTHING; @@ -851,7 +851,7 @@ static int AiNew_HowManyVehicles(Player *p) { else max_cargo = DEREF_INDUSTRY(p->ainew.to_ic)->total_production[0]; - // This is because moving 60% is more then we can dream of! + // This is because moving 60% is more than we can dream of! max_cargo *= 0.6; // We want all the cargo to be gone in a month.. so, we know the cargo it delivers // we know what the vehicle takes with him, and we know the time it takes him @@ -1134,7 +1134,7 @@ static void AiNew_State_GiveOrders(Player *p) { p->ainew.veh_main_id = p->ainew.veh_id; } - // When more then 1 vehicle, we send them to different directions + // When more than 1 vehicle, we send them to different directions idx = 0; order.type = OT_GOTO_STATION; order.flags = 0; @@ -1188,7 +1188,7 @@ static void AiNew_CheckVehicle(Player *p, Vehicle *v) { // When a vehicle is older then 1 year, it should make money... if (v->age > 360) { - // If both years together are not more then AI_MINIMUM_ROUTE_PROFIT, + // If both years together are not more than AI_MINIMUM_ROUTE_PROFIT, // it is not worth the line I guess... if (v->profit_last_year + v->profit_this_year < AI_MINIMUM_ROUTE_PROFIT || (v->reliability * 100 >> 16) < 40) { -- cgit v1.2.3-54-g00ecf