Fix: Some code and comment typos

Found with codespell
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nikolas 5 years ago committed by Charles Pigott
parent 1623cb553b
commit d8ccad91f9

@ -278,7 +278,7 @@ static void ParseResolution(Dimension *res, const char *s)
/**
* Unitializes drivers, frees allocated memory, cleans pools, ...
* Uninitializes drivers, frees allocated memory, cleans pools, ...
* Generally, prepares the game for shutting down
*/
static void ShutdownGame()

@ -1767,16 +1767,16 @@ CommandCost CmdBuildRoadStop(TileIndex tile, DoCommandFlag flags, uint32 p1, uin
bool distant_join = (station_to_join != INVALID_STATION);
uint8 width = (uint8)GB(p1, 0, 8);
uint8 lenght = (uint8)GB(p1, 8, 8);
uint8 length = (uint8)GB(p1, 8, 8);
/* Check if the requested road stop is too big */
if (width > _settings_game.station.station_spread || lenght > _settings_game.station.station_spread) return_cmd_error(STR_ERROR_STATION_TOO_SPREAD_OUT);
if (width > _settings_game.station.station_spread || length > _settings_game.station.station_spread) return_cmd_error(STR_ERROR_STATION_TOO_SPREAD_OUT);
/* Check for incorrect width / length. */
if (width == 0 || lenght == 0) return CMD_ERROR;
if (width == 0 || length == 0) return CMD_ERROR;
/* Check if the first tile and the last tile are valid */
if (!IsValidTile(tile) || TileAddWrap(tile, width - 1, lenght - 1) == INVALID_TILE) return CMD_ERROR;
if (!IsValidTile(tile) || TileAddWrap(tile, width - 1, length - 1) == INVALID_TILE) return CMD_ERROR;
TileArea roadstop_area(tile, width, lenght);
TileArea roadstop_area(tile, width, length);
if (distant_join && (!_settings_game.station.distant_join_stations || !Station::IsValidID(station_to_join))) return CMD_ERROR;
@ -3433,7 +3433,7 @@ void RerouteCargo(Station *st, CargoID c, StationID avoid, StationID avoid2)
/* Reroute cargo in station. */
ge.cargo.Reroute(UINT_MAX, &ge.cargo, avoid, avoid2, &ge);
/* Reroute cargo staged to be transfered. */
/* Reroute cargo staged to be transferred. */
for (std::list<Vehicle *>::iterator it(st->loading_vehicles.begin()); it != st->loading_vehicles.end(); ++it) {
for (Vehicle *v = *it; v != NULL; v = v->Next()) {
if (v->cargo_type != c) continue;
@ -3443,7 +3443,7 @@ void RerouteCargo(Station *st, CargoID c, StationID avoid, StationID avoid2)
}
/**
* Check all next hops of cargo packets in this station for existance of a
* Check all next hops of cargo packets in this station for existence of a
* a valid link they may use to travel on. Reroute any cargo not having a valid
* link and remove timed out links found like this from the linkgraph. We're
* not all links here as that is expensive and useless. A link no one is using
@ -4230,7 +4230,7 @@ void FlowStat::Invalidate()
}
/**
* Change share for specified station. By specifing INT_MIN as parameter you
* Change share for specified station. By specifying INT_MIN as parameter you
* can erase a share. Newly added flows will be unrestricted.
* @param st Next Hop to be removed.
* @param flow Share to be added or removed.

@ -657,7 +657,7 @@ const CargoTypes CompanyStationsWindow::cargo_filter_max = ALL_CARGOTYPES;
CargoTypes CompanyStationsWindow::cargo_filter = ALL_CARGOTYPES;
const Station *CompanyStationsWindow::last_station = NULL;
/* Availible station sorting functions */
/* Available station sorting functions */
GUIStationList::SortFunction * const CompanyStationsWindow::sorter_funcs[] = {
&StationNameSorter,
&StationTypeSorter,

@ -47,7 +47,7 @@
* second sets the major variations to that, ... until finally the smallest
* bumps are added.
*
* Usefully, this routine is totally scaleable; so when 32bpp comes along, the
* Usefully, this routine is totally scalable; so when 32bpp comes along, the
* terrain can be as bumpy as you like! It is also infinitely expandable; a
* single random seed terrain continues in X & Y as far as you care to
* calculate. In theory, we could use just one seed value, but randomly select
@ -262,7 +262,7 @@ static amplitude_t GetAmplitude(int frequency)
* areas with a particular gradient so that we are able to create maps without too
* many steep slopes up to the wanted height level. It's definitely not perfect since
* it will bring larger rectangles with similar slopes which makes the rectangular
* behaviour of TGP more noticable. However, these height differentiations cannot
* behaviour of TGP more noticeable. However, these height differentiations cannot
* happen over much smaller areas; we basically double the "range" to give a similar
* slope for every doubling of map height.
*/
@ -977,7 +977,7 @@ static void TgenSetTileHeight(TileIndex tile, int height)
* The main new land generator using Perlin noise. Desert landscape is handled
* different to all others to give a desert valley between two high mountains.
* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
* areas wont be high enough, and there will be very little tropic on the map.
* areas won't be high enough, and there will be very little tropic on the map.
* Thus Tropic works best on Hilly or Mountainous.
*/
void GenerateTerrainPerlin()

@ -2945,7 +2945,7 @@ static CommandCost TownActionFundBuildings(Town *t, DoCommandFlag flags)
* Also emulate original behaviour when town was only growing in
* TOWN_GROWTH_TICKS intervals, to make sure that it's not too
* tick-perfect and gives player some time window where he can
* spam funding with the exact same effeciency.
* spam funding with the exact same efficiency.
*/
t->grow_counter = min(t->grow_counter, 2 * TOWN_GROWTH_TICKS - (t->growth_rate - t->grow_counter) % TOWN_GROWTH_TICKS);

@ -723,7 +723,7 @@ bool Vehicle::IsEngineCountable() const
/**
* Check whether Vehicle::engine_type has any meaning.
* @return true if the vehicle has a useable engine type.
* @return true if the vehicle has a usable engine type.
*/
bool Vehicle::HasEngineType() const
{

@ -58,7 +58,7 @@
*
*
* Rows are horizontal sections of the viewport, also half a tile wide.
* This time the nothern most tile on the map defines 0 and
* This time the northern most tile on the map defines 0 and
* everything south of that has a positive number.
*/

@ -655,7 +655,7 @@ static void DispatchLeftClickEvent(Window *w, int x, int y, int click_count)
/* Clicked on a widget that is not disabled.
* So unless the clicked widget is the caption bar, change focus to this widget.
* Exception: In the OSK we always want the editbox to stay focussed. */
* Exception: In the OSK we always want the editbox to stay focused. */
if (widget_type != WWT_CAPTION && w->window_class != WC_OSK) {
/* focused_widget_changed is 'now' only true if the window this widget
* is in gained focus. In that case it must remain true, also if the

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