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Fix: Grammar in a bunch of comments (#7054)
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@ -29,7 +29,7 @@ struct Randomizer {
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void SetSeed(uint32 seed);
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};
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extern Randomizer _random; ///< Random used in the game state calculations
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extern Randomizer _interactive_random; ///< Random used every else where is does not (directly) influence the game state
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extern Randomizer _interactive_random; ///< Random used everywhere else, where it does not (directly) influence the game state
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/** Stores the state of all random number generators */
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struct SavedRandomSeeds {
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@ -132,9 +132,9 @@ static inline void SetTileType(TileIndex tile, TileType type)
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}
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/**
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* Checks if a tile is a give tiletype.
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* Checks if a tile is a given tiletype.
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*
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* This function checks if a tile got the given tiletype.
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* This function checks if a tile has the given tiletype.
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*
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* @param tile The tile to check
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* @param type The type to check against
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@ -54,7 +54,7 @@ enum Ratings {
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RATING_GROWTH_UP_STEP = 5, ///< when a town grows, all companies have rating increased a bit ...
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RATING_GROWTH_MAXIMUM = RATING_MEDIOCRE, ///< ... up to RATING_MEDIOCRE
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RATING_STATION_UP_STEP = 12, ///< when a town grows, company gains reputation for all well serviced stations ...
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RATING_STATION_DOWN_STEP = -15, ///< ... but loses for bad serviced stations
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RATING_STATION_DOWN_STEP = -15, ///< ... but loses for badly serviced stations
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RATING_TUNNEL_BRIDGE_DOWN_STEP = -250, ///< penalty for removing town owned tunnel or bridge
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RATING_TUNNEL_BRIDGE_MINIMUM = 0, ///< minimum rating after removing tunnel or bridge
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@ -121,17 +121,17 @@ bool VerifyTownName(uint32 r, const TownNameParams *par, TownNames *town_names)
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*/
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bool GenerateTownName(uint32 *townnameparts, TownNames *town_names)
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{
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/* Do not set too low tries, since when we run out of names, we loop
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* for #tries only one time anyway - then we stop generating more
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* towns. Do not show it too high neither, since looping through all
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* the other towns may take considerable amount of time (10000 is
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* too much). */
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TownNameParams par(_settings_game.game_creation.town_name);
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/* This function is called very often without entering the gameloop
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* inbetween. So reset layout cache to prevent it from growing too big. */
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Layouter::ReduceLineCache();
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/* Do not set i too low, since when we run out of names, we loop
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* for #tries only one time anyway - then we stop generating more
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* towns. Do not set it too high either, since looping through all
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* the other towns may take considerable amount of time (10000 is
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* too much). */
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for (int i = 1000; i != 0; i--) {
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uint32 r = _generating_world ? Random() : InteractiveRandom();
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if (!VerifyTownName(r, &par, town_names)) continue;
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@ -1045,7 +1045,7 @@ static const TownNameGeneratorParams _town_name_generators[] = {
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/**
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* Generates town name from given seed. a language.
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* Generates town name from given seed.
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* @param buf output buffer
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* @param last end of buffer
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* @param lang town name language
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@ -23,7 +23,7 @@
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typedef std::set<std::string> TownNames;
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/**
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* Struct holding a parameters used to generate town name.
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* Struct holding parameters used to generate town name.
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* Speeds things up a bit because these values are computed only once per name generation.
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*/
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struct TownNameParams {
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