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Codefix: typos in comments and strings
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@@ -1427,7 +1427,7 @@ static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDi
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slope_tile += delta;
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}
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/* More population means longer tunnels, but make sure we can at least cover the smallest mountain which neccesitates tunneling. */
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/* More population means longer tunnels, but make sure we can at least cover the smallest mountain which necessitates tunneling. */
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max_tunnel_length = (t->cache.population / 1000) + 7;
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} else {
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/* When tunneling under an obstruction, the length limit is 5, enough to tunnel under a four-track railway. */
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@@ -1435,7 +1435,7 @@ static bool GrowTownWithTunnel(const Town *t, const TileIndex tile, const DiagDi
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}
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uint8_t tunnel_length = 0;
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TileIndex tunnel_tile = tile; // Iteratator to store the other end tile of the tunnel.
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TileIndex tunnel_tile = tile; // Iterator to store the other end tile of the tunnel.
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/* Find the end tile of the tunnel for length and continuation checks. */
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do {
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@@ -1636,7 +1636,7 @@ static TownGrowthResult GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, Dia
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if (cur_rb & target_rb) {
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/* If it's a road turn possibly build a house in a corner.
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* Use intersection with straight road as an indicator
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* that we randomed corner house position.
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* that we randomised corner house position.
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* A turn (and we check for that later) always has only
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* one common bit with a straight road so it has the same
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* chance to be chosen as the house on the side of a road.
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