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);