Merge pull request #235 from aquileia/VC_update

tiny VC update, typo fixes
This commit is contained in:
Timotei Dolean 2014-07-06 00:18:55 +03:00
commit da3c45f398
5 changed files with 19 additions and 7 deletions

View file

@ -21268,6 +21268,18 @@
RelativePath="..\..\src\variable.hpp"
>
</File>
<File
RelativePath="..\..\src\variable_info.cpp"
>
</File>
<File
RelativePath="..\..\src\variable_info.hpp"
>
</File>
<File
RelativePath="..\..\src\variable_info_detail.hpp"
>
</File>
<File
RelativePath="..\..\src\variant.cpp"
>

View file

@ -314,7 +314,7 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
if (is_unit_test) {
return res;
}
//in this case we might have skipped state.set_snapshot which means wew cannot do gamestate.convert_to_start_save();
//in this case we might have skipped state.set_snapshot which means we cannot do gamestate.convert_to_start_save();
if(res == QUIT)
{
return res;
@ -322,8 +322,8 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
// Save-management options fire on game end.
// This means: (a) we have a victory, or
// or (b) we're multiplayer live, in which
// case defeat is also game end. Someday,
// (b) we're multiplayer live, in which
// case defeat is also game end. Someday,
// if MP campaigns ever work again, we might
// need to change this test.
if (res == VICTORY || (io_type != IO_NONE && res == DEFEAT)) {

View file

@ -295,7 +295,7 @@ void loadgame::set_gamestate()
{
gamestate_ = saved_game(load_config_);
#if 0
//we dont need this code since we always restore our random from [snapshot] or [replay_start] (execpt for start of scenario saves where we dont have those)
//we dont need this code since we always restore our random from [snapshot] or [replay_start] (except for start of scenario saves where we don't have those)
//also the random_seed isn't stored at toplevel anymore.

View file

@ -1117,7 +1117,7 @@ bool preprocessor_data::get_chunk()
target_.error(error.str(), linenum_);
}
} else {
target_.error("Too much nested preprocessing inclusions", linenum_);
target_.error("Too many nested preprocessing inclusions", linenum_);
}
}
else if (!skipping_)

View file

@ -100,9 +100,9 @@ namespace {
void intrusive_ptr_add_ref(const unit * u)
{
assert(u->ref_count_ >= 0);
// the next code line is to notice possible wrongly intilized units.
// the next code line is to notice possible wrongly initialized units.
// The 100000 is picked rather randomly. If you are in the situation
// that you can actualy have more then 100000 intrusive_ptr to one unit
// that you can actually have more then 100000 intrusive_ptr to one unit
// or if you are sure that the refcounting system works
// then feel free to remove the next line
assert(u->ref_count_ < 100000);