diff --git a/projectfiles/VC9/wesnoth.vcproj b/projectfiles/VC9/wesnoth.vcproj index 9a7942c15c08..79ec77950c89 100644 --- a/projectfiles/VC9/wesnoth.vcproj +++ b/projectfiles/VC9/wesnoth.vcproj @@ -21268,6 +21268,18 @@ RelativePath="..\..\src\variable.hpp" > + + + + + + diff --git a/src/playcampaign.cpp b/src/playcampaign.cpp index 6af2394d38a4..a30420e962de 100644 --- a/src/playcampaign.cpp +++ b/src/playcampaign.cpp @@ -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)) { diff --git a/src/savegame.cpp b/src/savegame.cpp index d7cfc56a7e79..c684cca89795 100644 --- a/src/savegame.cpp +++ b/src/savegame.cpp @@ -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. diff --git a/src/serialization/preprocessor.cpp b/src/serialization/preprocessor.cpp index 9733fcf11dbc..9032b351eefe 100644 --- a/src/serialization/preprocessor.cpp +++ b/src/serialization/preprocessor.cpp @@ -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_) diff --git a/src/unit.cpp b/src/unit.cpp index e4b363245f8b..f2f26421792d 100644 --- a/src/unit.cpp +++ b/src/unit.cpp @@ -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);