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Made comments gender neutral, for accuracy

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1 parent 076b312 commit 6894a7024accf86905737e0e9494337e883a83f2 Mike Foley committed Jan 1, 2013
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@@ -258,7 +258,7 @@ function distress ( pilot, attacker )
return
end
- -- Make sure pilot is setting his target properly
+ -- Make sure pilot is setting their target properly
if pilot == attacker then
return
end
@@ -145,7 +145,7 @@ function create()
playerHeatLoss()
end
--- Make the player fire his weapons.
+-- Make the player fire their weapons.
function flyUpdate()
flytime = flytime - 1
@@ -92,7 +92,7 @@ function create()
hook.timer(1000, "flyUpdate")
end
--- Make the player fire his weapons.
+-- Make the player fire their weapons.
function flyUpdate()
flytime = flytime - 1
if stage == stages.weapons then
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@@ -112,7 +112,7 @@ end
--[[
--- @brief This function is run whenever the player changes his pilot target.
+-- @brief This function is run whenever the player changes their pilot target.
--]]
function update_target ()
-- Set target
@@ -132,7 +132,7 @@ end
--[[
--- @brief This function is run whenever the player modifies his ship outfits (when the ship is changed the gui is recreated).
+-- @brief This function is run whenever the player modifies their ship outfits (when the ship is changed the gui is recreated).
--]]
function update_ship ()
stats = pp:stats()
@@ -141,7 +141,7 @@ end
--[[
--- @brief This function is run whenever the player changes his cargo.
+-- @brief This function is run whenever the player changes their cargo.
--]]
function update_cargo ()
cargol = pilot.cargoList(pp)
@@ -20,7 +20,7 @@ else -- Default to English
-- This section stores the strings (text) for the mission.
--- Bar information, describes how he appears in the bar
+-- Bar information, describes how the person appears in the bar
bar_desc = ""
-- Mission details. We store some text for the mission with specific variables.
@@ -51,8 +51,8 @@ end
--[[
First you need to *create* the mission. This is *obligatory*.
-You have to set the NPC and the description, these will show up at the bar with
-the character that gives the mission and his description.
+You have to set the NPC and the description. These will show up at the bar with
+the character that gives the mission and the character's description.
--]]
function create ()
misn.setNPC( "A Guy", "none" )
@@ -168,7 +168,7 @@ function create ()
-- Set stuff up for the bar.
-- Give our NPC a name and a portrait.
misn.setNPC( npc_name, "scientist" )
- -- Describe what the user should see when he clicks on the NPC in the bar.
+ -- Describe what the user should see when they click on the NPC in the bar.
misn.setDesc( bar_desc )
end
@@ -230,10 +230,10 @@ function land ()
if planet.cur() == targetworld then
-- If so, remove the mission cargo.
misn.cargoRm( cargoID )
- -- Give the player his reward.
+ -- Give the player their reward.
player.pay( reward )
- -- Pop up a window that tells the player that he finished the mission and got his reward.
+ -- Pop up a window that tells the player they finished the mission and got their reward.
tk.msg( title, string.format(misn_accomplished, reward) )
-- Mark the mission as successfully finished.
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@@ -1770,9 +1770,9 @@ static void equipment_changeShip( unsigned int wid )
toolkit_setImageArrayOffset( wid, EQUIPMENT_SHIPS, 0. );
}
/**
- * @brief Player attempts to transport his ship to the planet he is at.
+ * @brief Player attempts to transport their ship to the planet they're at.
*
- * @param wid Window player is trying to transport his ship from.
+ * @param wid Window player is trying to transport their ship from.
*/
static void equipment_transportShip( unsigned int wid )
{
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@@ -217,7 +217,7 @@ char* faction_name( int f )
WARN("Faction id '%d' is invalid.",f);
return NULL;
}
- /* Don't want player to see his escorts as "Player" faction. */
+ /* Don't want player to see their escorts as "Player" faction. */
if (f == FACTION_PLAYER)
return "Escort";
@@ -237,7 +237,7 @@ char* faction_shortname( int f )
WARN("Faction id '%d' is invalid.",f);
return NULL;
}
- /* Don't want player to see his escorts as "Player" faction. */
+ /* Don't want player to see their escorts as "Player" faction. */
if (f == FACTION_PLAYER)
return "Escort";
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@@ -1945,7 +1945,7 @@ static int gui_runFunc( const char* func, int nargs, int nret )
/**
- * @brief Player just changed his cargo.
+ * @brief Player just changed their cargo.
*/
void gui_setCargo (void)
{
@@ -1955,7 +1955,7 @@ void gui_setCargo (void)
/**
- * @brief Player just changed his nav computer target.
+ * @brief Player just changed their nav computer target.
*/
void gui_setNav (void)
{
@@ -1965,7 +1965,7 @@ void gui_setNav (void)
/**
- * @brief Player just changed his pilot target.
+ * @brief Player just changed their pilot target.
*/
void gui_setTarget (void)
{
@@ -1975,7 +1975,7 @@ void gui_setTarget (void)
/**
- * @brief Player just upgraded his ship or modified it.
+ * @brief Player just upgraded their ship or modified it.
*/
void gui_setShip (void)
{
@@ -1985,7 +1985,7 @@ void gui_setShip (void)
/**
- * @brief Player just changed his system.
+ * @brief Player just changed their system.
*/
void gui_setSystem (void)
{
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@@ -677,7 +677,7 @@ static void weapons_renderLegend( double bx, double by, double bw, double bh, vo
/**
- * @brief Shows the player his cargo.
+ * @brief Shows the player their cargo.
*
* @param str Unused.
*/
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@@ -841,8 +841,8 @@ static void update_all (void)
/* Ok, so we need a bit of hackish logic here in case we are chopping up a
* very large dt and it turns out time compression changes so we're now
* updating in "normal time compression" zone. This amounts to many updates
- * being run when time compression has changed and thus can cause say the
- * player to exceed his target position or get raped by an enemy ship.
+ * being run when time compression has changed and thus can cause, say, the
+ * player to exceed their target position or get mauled by an enemy ship.
*/
accumdt += microdt;
if (accumdt > dt_mod*real_dt)
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@@ -591,7 +591,7 @@ static int playerL_unboard( lua_State *L )
/**
- * @brief Forces the player to take off if he is landed.
+ * @brief Forces the player to take off if they are landed.
*
* Assume the pilot is still landed until the current running function returns
* If you want to create pilots on take off please hook the takeoff/land hooks.
@@ -704,7 +704,7 @@ static int playerL_landWindow( lua_State *L )
/**
- * @brief Forces the player to close comm if he is chatting.
+ * @brief Forces the player to close comm if they are chatting.
*
* @luafunc commClose()
*/
@@ -717,7 +717,7 @@ static int playerL_commclose( lua_State *L )
/**
- * @brief Gets the number of outfits the player owns in his list (excludes equipped on ships).
+ * @brief Gets the number of outfits the player owns in their list (excludes equipped on ships).
*
* @usage q = player.numOutfit( "Laser Cannon" ) -- Number of 'Laser Cannons' the player owns (unequipped)
*
@@ -1100,7 +1100,7 @@ static int playerL_teleport( lua_State *L )
if (comm_isOpen())
NLUA_ERROR(L,"Can not teleport the player while the comm is open!");
if (player_isBoarded())
- NLUA_ERROR(L,"Can not teleport the player while he is boarded!");
+ NLUA_ERROR(L,"Can not teleport the player while they are boarded!");
pnt = NULL;
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@@ -286,7 +286,7 @@ static int pilot_validEnemy( const Pilot* p, const Pilot* target )
* @brief Gets the nearest enemy to the pilot.
*
* @param p Pilot to get the nearest enemy of.
- * @return ID of his nearest enemy.
+ * @return ID of their nearest enemy.
*/
unsigned int pilot_getNearestEnemy( const Pilot* p )
{
@@ -317,7 +317,7 @@ unsigned int pilot_getNearestEnemy( const Pilot* p )
* @param p Pilot to get the nearest enemy of.
* @param target_mass_LB the lower bound for target mass
* @param target_mass_UB the upper bound for target mass
- * @return ID of his nearest enemy.
+ * @return ID of their nearest enemy.
*/
unsigned int pilot_getNearestEnemy_size( const Pilot* p, double target_mass_LB, double target_mass_UB)
{
@@ -354,7 +354,7 @@ unsigned int pilot_getNearestEnemy_size( const Pilot* p, double target_mass_LB,
* @param health_factor parameter for target shields/armour (0-1, 0.5 = current health)
* @param dps_factor parameter for target dps (0-1, 0.5 = current dps)
* @param range_factor weighting for range (typically >> 1)
- * @return ID of his nearest enemy.
+ * @return ID of their nearest enemy.
*/
unsigned int pilot_getNearestEnemy_heuristic( const Pilot* p,
double mass_factor, double health_factor,
@@ -2055,9 +2055,9 @@ ntime_t pilot_hyperspaceDelay( Pilot *p )
/**
* @brief Checks to see if the pilot has at least a certain amount of credits.
*
- * @param p Pilot to check to see if he has enough credits.
+ * @param p Pilot to check to see if they have enough credits.
* @param amount Amount to check for.
- * @return 1 if he has enough, 0 otherwise.
+ * @return 1 if they have enough, 0 otherwise.
*/
int pilot_hasCredits( Pilot *p, credits_t amount )
{
@@ -2191,7 +2191,7 @@ void pilot_init( Pilot* pilot, Ship* ship, const char* name, int faction, const
/* Initialize heat. */
pilot_heatReset( pilot );
- /* set the pilot stats based on his ship and outfits */
+ /* set the pilot stats based on their ship and outfits */
pilot_calcStats( pilot );
/* Heal up the ship. */
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@@ -87,7 +87,7 @@ enum {
PILOT_HOSTILE, /**< Pilot is hostile to the player. */
PILOT_FRIENDLY, /**< Pilot is friendly to the player. */
PILOT_COMBAT, /**< Pilot is engaged in combat. */
- PILOT_AFTERBURNER, /**< Pilot has his afterburner activated. */
+ PILOT_AFTERBURNER, /**< Pilot has their afterburner activated. */
PILOT_HYP_PREP, /**< Pilot is getting ready for hyperspace. */
PILOT_HYP_BRAKE, /**< PIlot has already braked before jumping. */
PILOT_HYP_BEGIN, /**< Pilot is starting engines. */
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@@ -121,7 +121,7 @@ double pilot_sensorRange( void )
/**
* @brief Check to see if a position is in range of the pilot.
*
- * @param p Pilot to check to see if position is in his sensor range.
+ * @param p Pilot to check to see if position is in their sensor range.
* @param x X position to check.
* @param y Y position to check.
* @return 1 if the position is in range, 0 if it isn't.
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@@ -222,7 +222,7 @@ void pilots_rmHook( unsigned int hook )
/**
* @brief Clears the pilots hooks.
*
- * @param p Pilot to clear his hooks.
+ * @param p Pilot whose hooks we're clearing
*/
void pilot_clearHooks( Pilot *p )
{
View
@@ -731,7 +731,7 @@ int pilot_shoot( Pilot* p, int level )
/**
- * @brief Have pilot stop shooting his weapon.
+ * @brief Have pilot stop shooting their weapon.
*
* Only really deals with beam weapons.
*
@@ -1027,7 +1027,7 @@ void pilot_getRateMod( double *rate_mod, double* energy_mod,
/**
* @brief Clears the pilots weapon settings.
*
- * @param p Pilot to clear his weapons.
+ * @param p Pilot whose weapons we're clearing.
*/
void pilot_weaponClear( Pilot *p )
{
View
@@ -579,7 +579,7 @@ static Pilot* player_newShipMake( const char* name )
/**
- * @brief Swaps player's current ship with his ship named shipname.
+ * @brief Swaps player's current ship with their ship named shipname.
*
* @param shipname Ship to change to.
*/

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