diff --git a/source/gui/CGUI.cpp b/source/gui/CGUI.cpp
index 7434694c86..8c4afb8c6c 100644
--- a/source/gui/CGUI.cpp
+++ b/source/gui/CGUI.cpp
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -711,7 +711,7 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
else if (grandchild.GetNodeName() == elmt_keep)
code += grandchild.GetText();
}
- else // It’s pure JavaScript code.
+ else // It's pure JavaScript code.
// Read the inline code (concatenating to the file code, if both are specified)
code += CStr(child.GetText());
@@ -728,11 +728,11 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
}
else if (element_name == elmt_translatableAttribute)
{
- // This is an element in the form “attributeValue”.
+ // This is an element in the form "attributeValue".
CStr attributeName(child.GetAttributes().GetNamedItem(attr_id)); // Read the attribute name.
if (attributeName.empty())
{
- LOGERROR("GUI: ‘translatableAttribute’ XML element with empty ‘id’ XML attribute found. (object: %s)", object->GetPresentableName().c_str());
+ LOGERROR("GUI: 'translatableAttribute' XML element with empty 'id' XML attribute found. (object: %s)", object->GetPresentableName().c_str());
continue;
}
@@ -750,12 +750,12 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
}
else if (element_name == elmt_attribute)
{
- // This is an element in the form “Don’t translate this part
- // but translate this one.”.
+ // This is an element in the form "Don't translate this part
+ // but translate this one.".
CStr attributeName(child.GetAttributes().GetNamedItem(attr_id)); // Read the attribute name.
if (attributeName.empty())
{
- LOGERROR("GUI: ‘attribute’ XML element with empty ‘id’ XML attribute found. (object: %s)", object->GetPresentableName().c_str());
+ LOGERROR("GUI: 'attribute' XML element with empty 'id' XML attribute found. (object: %s)", object->GetPresentableName().c_str());
continue;
}
diff --git a/source/i18n/L10n.cpp b/source/i18n/L10n.cpp
index a896c521d4..78969a0d64 100644
--- a/source/i18n/L10n.cpp
+++ b/source/i18n/L10n.cpp
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
@@ -46,7 +46,7 @@ L10n::L10n()
: m_Dictionary(new tinygettext::Dictionary()), currentLocaleIsOriginalGameLocale(false), useLongStrings(false)
{
// Determine whether or not to print tinygettext messages to the standard
- // error output, which it tinygettext’s default behavior, but not ours.
+ // error output, which it tinygettext's default behavior, but not ours.
bool tinygettext_debug = false;
CFG_GET_VAL("tinygettext.debug", tinygettext_debug);
if (!tinygettext_debug)
@@ -503,7 +503,7 @@ void L10n::LoadListOfAvailableLocales()
for (const VfsPath& path : filenames)
{
- // Note: PO files follow this naming convention: “l10n/..po”. For example: “l10n/gl.public.po”.
+ // Note: PO files follow this naming convention: "l10n/..po". For example: "l10n/gl.public.po".
std::string filename = utf8_from_wstring(path.string()).substr(strlen("l10n/"));
size_t lengthToFirstDot = filename.find('.');
std::string localeCode = filename.substr(0, lengthToFirstDot);
diff --git a/source/i18n/L10n.h b/source/i18n/L10n.h
index ebadc698f4..895b9385cc 100644
--- a/source/i18n/L10n.h
+++ b/source/i18n/L10n.h
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
@@ -129,8 +129,8 @@ public:
*
* A locale code is a string such as "de" or "pt_BR".
*
- * If yours is a development copy (the ‘config/dev.cfg’ file is found in the
- * virtual filesystem), the output array may include the special “long”
+ * If yours is a development copy (the 'config/dev.cfg' file is found in the
+ * virtual filesystem), the output array may include the special "long"
* locale code.
*
* @return Array of supported locale codes.
@@ -149,9 +149,9 @@ public:
*
* A locale code is a string such as "de" or "pt_BR".
*
- * If yours is a development copy (the ‘config/dev.cfg’ file is found in the
- * virtual filesystem), the output array may include the special “Long
- * Strings” locale name.
+ * If yours is a development copy (the 'config/dev.cfg' file is found in the
+ * virtual filesystem), the output array may include the special "Long
+ * Strings" locale name.
*
* @return Array of supported locale codes.
*
@@ -164,7 +164,7 @@ public:
/**
* Returns the ISO-639 language code of the specified locale code.
*
- * For example, if you specify the ‘en_US’ locate, it returns ‘en’.
+ * For example, if you specify the 'en_US' locate, it returns 'en'.
*
* @param locale Locale code.
* @return Language code.
@@ -186,7 +186,7 @@ public:
/**
* Returns the ISO-3166 country code of the specified locale code.
*
- * For example, if you specify the ‘en_US’ locate, it returns ‘US’.
+ * For example, if you specify the 'en_US' locate, it returns 'US'.
*
* @param locale Locale code.
* @return Country code.
@@ -206,10 +206,10 @@ public:
std::string GetLocaleScript(const std::string& locale) const;
/**
- * Returns @c true if the current locale is the special “Long Strings”
+ * Returns @c true if the current locale is the special "Long Strings"
* locale. It returns @c false otherwise.
*
- * @return Whether the current locale is the special “Long Strings”
+ * @return Whether the current locale is the special "Long Strings"
* (@c true) or not (@c false).
*/
bool UseLongStrings() const;
@@ -232,16 +232,16 @@ public:
* Returns the code of the recommended locale for the current user that the
* game supports.
*
- * “That the game supports” means both that a translation file is available
+ * "That the game supports" means both that a translation file is available
* for that locale and that the locale code is either supported by ICU or
- * the special “long” locale code.
+ * the special "long" locale code.
*
* The mechanism to select a recommended locale follows this logic:
* 1. First see if the game supports the specified locale,\n
* @p configLocale.
* 2. Otherwise, check the system locale and see if the game supports\n
* that locale.
- * 3. Else, return the default locale, ‘en_US’.
+ * 3. Else, return the default locale, 'en_US'.
*
* @param configLocaleString Locale to check for support first. Pass an
* empty string to check the system locale directly.
@@ -255,16 +255,16 @@ public:
* Saves an instance of the recommended locale for the current user that the
* game supports in the specified variable.
*
- * “That the game supports” means both that a translation file is available
+ * "That the game supports" means both that a translation file is available
* for that locale and that the locale code is either supported by ICU or
- * the special “long” locale code.
+ * the special "long" locale code.
*
* The mechanism to select a recommended locale follows this logic:
* 1. First see if the game supports the specified locale,\n
* @p configLocale.
* 2. Otherwise, check the system locale and see if the game supports\n
* that locale.
- * 3. Else, return the default locale, ‘en_US’.
+ * 3. Else, return the default locale, 'en_US'.
*
* @param configLocaleString Locale to check for support first. Pass an
* empty string to check the system locale directly.
@@ -283,7 +283,7 @@ public:
* 1. Checks the user game configuration.
* 2. If the locale is not defined there, it checks the system locale.
* 3. If none of those locales are supported by the game, the default\n
- * locale, ‘en_US’, is used.
+ * locale, 'en_US', is used.
*
* @sa GetCurrentLocale()
*/
@@ -294,7 +294,7 @@ public:
* returns @c false otherwise.
*
* It returns @c true if both of these conditions are true:
- * 1. ICU has resources for that locale (which also ensures it’s a valid\n
+ * 1. ICU has resources for that locale (which also ensures it's a valid\n
* locale string).
* 2. Either a dictionary for language_country or for language is\n
* available.
@@ -337,9 +337,9 @@ public:
* specified number.
*
* @param singularSourceString String to translate to the current locale,
- * in English’ singular form.
+ * in English' singular form.
* @param pluralSourceString String to translate to the current locale, in
- * English’ plural form.
+ * English' plural form.
* @param number Number that determines the required form of the translation
* (or the English string if no translation is available).
* @return Translation of the source string to the current locale for the
@@ -357,9 +357,9 @@ public:
* @param context Context where the string is used. See
* http://www.gnu.org/software/gettext/manual/html_node/Contexts.html
* @param singularSourceString String to translate to the current locale,
- * in English’ singular form.
+ * in English' singular form.
* @param pluralSourceString String to translate to the current locale, in
- * English’ plural form.
+ * English' plural form.
* @param number Number that determines the required form of the translation
* (or the English string if no translation is available). *
* @return Translation of the source string to the current locale in the
@@ -453,9 +453,9 @@ public:
* If there is no localized version of the specified path, it returns the
* specified path.
*
- * For example, if the code of the current locale is ‘de_DE’, LocalizePath()
+ * For example, if the code of the current locale is 'de_DE', LocalizePath()
* splits the input path into folder path and file name, and checks whether
- * the ‘/l10n/de/’ file exists. If it does, it returns that
+ * the '/l10n/de/' file exists. If it does, it returns that
* path. Otherwise, it returns the input path, verbatim.
*
* This function is used for file localization (for example, image
@@ -511,7 +511,7 @@ private:
std::vector> availableLocales;
/**
- * Whether the game is using the default game locale (@c true), ‘en_US’, or
+ * Whether the game is using the default game locale (@c true), 'en_US', or
* not (@c false).
*
* This variable is used in the L10n implementation for performance reasons.
@@ -531,13 +531,13 @@ private:
* Loads the translation files for the
* @link L10n::GetCurrentLocale() current locale@endlink.
*
- * This method loads every file in the ‘l10n’ folder of the game virtual
+ * This method loads every file in the 'l10n' folder of the game virtual
* filesystem that is prefixed with the code of the current locale followed
* by a dot.
*
- * For example, if the code of the current locale code is ‘de’,
- * LoadDictionaryForCurrentLocale() loads the ‘l10n/de.engine.po’ and
- * ‘l10n/de.public.po’ translation files.
+ * For example, if the code of the current locale code is 'de',
+ * LoadDictionaryForCurrentLocale() loads the 'l10n/de.engine.po' and
+ * 'l10n/de.public.po' translation files.
*
* @sa dictionary
* @sa ReadPoIntoDictionary()
@@ -548,7 +548,7 @@ private:
* Determines the list of locales that the game supports.
*
* LoadListOfAvailableLocales() checks the locale codes of the translation
- * files in the ‘l10n’ folder of the virtual filesystem. If it finds a
+ * files in the 'l10n' folder of the virtual filesystem. If it finds a
* translation file prefixed with a locale code followed by a dot, it
* determines that the game supports that locale.
*
diff --git a/source/i18n/scripting/JSInterface_L10n.h b/source/i18n/scripting/JSInterface_L10n.h
index 53416673e6..484e35c041 100644
--- a/source/i18n/scripting/JSInterface_L10n.h
+++ b/source/i18n/scripting/JSInterface_L10n.h
@@ -1,4 +1,4 @@
-/* Copyright (C) 2018 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -83,9 +83,9 @@ namespace JSI_L10n
*
* @param pCmptPrivate JavaScript context.
* @param singularSourceString String to translate to the current locale,
- * in English’ singular form.
+ * in English' singular form.
* @param pluralSourceString String to translate to the current locale, in
- * English’ plural form.
+ * English' plural form.
* @param number Number that determines the required form of the translation
* (or the English string if no translation is available).
* @return Translation of the source string to the current locale for the
@@ -106,9 +106,9 @@ namespace JSI_L10n
* @param context Context where the string is used. See
* http://www.gnu.org/software/gettext/manual/html_node/Contexts.html
* @param singularSourceString String to translate to the current locale,
- * in English’ singular form.
+ * in English' singular form.
* @param pluralSourceString String to translate to the current locale, in
- * English’ plural form.
+ * English' plural form.
* @param number Number that determines the required form of the translation
* (or the English string if no translation is available). *
* @return Translation of the source string to the current locale in the
@@ -160,8 +160,8 @@ namespace JSI_L10n
*
* @param pCmptPrivate JavaScript context.
* @param milliseconds Date specified as a UNIX timestamp in milliseconds
- * (not seconds). If you have a JavaScript @c Date object, you can
- * use @c Date.getTime() to obtain the UNIX time in milliseconds.
+ * (not seconds). If you have a JavaScript @c Date object, you can
+ * use @c Date.getTime() to obtain the UNIX time in milliseconds.
* @param formatString Date format string defined using ICU date formatting
* symbols. Usually, you internationalize the format string and
* get it translated before you pass it to
@@ -182,8 +182,8 @@ namespace JSI_L10n
*
* @param pCmptPrivate JavaScript context.
* @param milliseconds Date specified as a UNIX timestamp in milliseconds
- * (not seconds). If you have a JavaScript @c Date object, you can
- * use @c Date.getTime() to obtain the UNIX time in milliseconds.
+ * (not seconds). If you have a JavaScript @c Date object, you can
+ * use @c Date.getTime() to obtain the UNIX time in milliseconds.
* @param formatString Date format string defined using ICU date formatting
* symbols. Usually, you internationalize the format string and
* get it translated before you pass it to
@@ -214,8 +214,8 @@ namespace JSI_L10n
*
* A locale code is a string such as "de" or "pt_BR".
*
- * If yours is a development copy (the ‘config/dev.cfg’ file is found in the
- * virtual filesystem), the output array may include the special “long”
+ * If yours is a development copy (the 'config/dev.cfg' file is found in the
+ * virtual filesystem), the output array may include the special "long"
* locale code.
*
* This is a JavaScript interface to L10n::GetSupportedLocaleBaseNames().
@@ -237,9 +237,9 @@ namespace JSI_L10n
*
* A locale code is a string such as "de" or "pt_BR".
*
- * If yours is a development copy (the ‘config/dev.cfg’ file is found in the
- * virtual filesystem), the output array may include the special “Long
- * Strings” locale name.
+ * If yours is a development copy (the 'config/dev.cfg' file is found in the
+ * virtual filesystem), the output array may include the special "Long
+ * Strings" locale name.
*
* This is a JavaScript interface to L10n::GetSupportedLocaleDisplayNames().
*
@@ -288,16 +288,16 @@ namespace JSI_L10n
* Returns the code of the recommended locale for the current user that the
* game supports.
*
- * “That the game supports” means both that a translation file is available
+ * "That the game supports" means both that a translation file is available
* for that locale and that the locale code is either supported by ICU or
- * the special “long” locale code.
+ * the special "long" locale code.
*
* The mechanism to select a recommended locale follows this logic:
* 1. First see if the game supports the specified locale,\n
* @p configLocale.
* 2. Otherwise, check the system locale and see if the game supports\n
* that locale.
- * 3. Else, return the default locale, ‘en_US’.
+ * 3. Else, return the default locale, 'en_US'.
*
* This is a JavaScript interface to L10n::GetDictionaryLocale(std::string).
*
@@ -326,7 +326,7 @@ namespace JSI_L10n
/**
* Returns the ISO-639 language code of the specified locale code.
*
- * For example, if you specify the ‘en_US’ locate, it returns ‘en’.
+ * For example, if you specify the 'en_US' locate, it returns 'en'.
*
* This is a JavaScript interface to L10n::GetLocaleLanguage().
*
@@ -354,7 +354,7 @@ namespace JSI_L10n
/**
* Returns the ISO-3166 country code of the specified locale code.
*
- * For example, if you specify the ‘en_US’ locate, it returns ‘US’.
+ * For example, if you specify the 'en_US' locate, it returns 'US'.
*
* This is a JavaScript interface to L10n::GetLocaleCountry().
*
@@ -383,13 +383,13 @@ namespace JSI_L10n
std::wstring GetFallbackToAvailableDictLocale(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const std::string& locale);
/**
- * Returns @c true if the current locale is the special “Long Strings”
+ * Returns @c true if the current locale is the special "Long Strings"
* locale. It returns @c false otherwise.
*
* This is a JavaScript interface to L10n::UseLongStrings().
*
* @param pCmptPrivate JavaScript context. *
- * @return Whether the current locale is the special “Long Strings”
+ * @return Whether the current locale is the special "Long Strings"
* (@c true) or not (@c false).
*/
bool UseLongStrings(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate));
@@ -399,7 +399,7 @@ namespace JSI_L10n
* returns @c false otherwise.
*
* It returns @c true if both of these conditions are true:
- * 1. ICU has resources for that locale (which also ensures it’s a valid\n
+ * 1. ICU has resources for that locale (which also ensures it's a valid\n
* locale string).
* 2. Either a dictionary for language_country or for language is\n
* available.
@@ -441,7 +441,7 @@ namespace JSI_L10n
* 1. Checks the user game configuration.
* 2. If the locale is not defined there, it checks the system locale.
* 3. If none of those locales are supported by the game, the default\n
- * locale, ‘en_US’, is used.
+ * locale, 'en_US', is used.
*
* This is a JavaScript interface to L10n::ReevaluateCurrentLocaleAndReload().
*
diff --git a/source/lib/external_libraries/glext_funcs.h b/source/lib/external_libraries/glext_funcs.h
index f477f0f7b2..f8358e3a39 100644
--- a/source/lib/external_libraries/glext_funcs.h
+++ b/source/lib/external_libraries/glext_funcs.h
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
@@ -105,7 +105,7 @@ actually supported).
#define pglDeleteBuffersARB glDeleteBuffers
#define pglGenBuffersARB glGenBuffers
-// Those EXT symbols don’t exist in GLES 2.0, since it imported the ARB version instead.
+// Those EXT symbols don't exist in GLES 2.0, since it imported the ARB version instead.
#define pglBindFramebufferEXT glBindFramebuffer
#define pglCheckFramebufferStatusEXT glCheckFramebufferStatus
#define pglDeleteFramebuffersEXT glDeleteFramebuffers
@@ -115,7 +115,7 @@ actually supported).
#define GL_FRAMEBUFFER_COMPLETE_EXT GL_FRAMEBUFFER_COMPLETE
#define GL_FRAMEBUFFER_EXT GL_FRAMEBUFFER
-// Those should come from GLES 2.0 core, not from GL_EXT_draw_buffers.
+// Those should come from GLES 2.0 core, not from GL_EXT_draw_buffers.
#ifndef GL_COLOR_ATTACHMENT0_EXT
#define GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT0
#define GL_COLOR_ATTACHMENT1_EXT GL_COLOR_ATTACHMENT1
diff --git a/source/lib/sysdep/os/linux/ldbg.cpp b/source/lib/sysdep/os/linux/ldbg.cpp
index 0739f4bced..c924fdd1ac 100644
--- a/source/lib/sysdep/os/linux/ldbg.cpp
+++ b/source/lib/sysdep/os/linux/ldbg.cpp
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
@@ -156,9 +156,9 @@ Status debug_ResolveSymbol(void* ptr_of_interest, wchar_t* sym_name, wchar_t* fi
* used.
*
* The thread name limit is 16 (including the terminating null byte) on Linux,
- * so we have to cut the provided name at 15 bytes.
+ * so we have to cut the provided name at 15 bytes.
*
- * This API exists since Linux 2.6.33, on older kernels the user will just not
+ * This API exists since Linux 2.6.33, on older kernels the user will just not
* get thread names.
*/
void debug_SetThreadName(const char* name)
diff --git a/source/ps/GameSetup/HWDetect.cpp b/source/ps/GameSetup/HWDetect.cpp
index adf1450532..b44d758821 100644
--- a/source/ps/GameSetup/HWDetect.cpp
+++ b/source/ps/GameSetup/HWDetect.cpp
@@ -46,7 +46,7 @@
#include "ps/UserReport.h"
#include "ps/VideoMode.h"
-// TODO: Support OpenGL platforms which don’t use GLX as well.
+// TODO: Support OpenGL platforms which don't use GLX as well.
#if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
#include
#include
@@ -588,7 +588,7 @@ static void ReportGLLimits(const ScriptInterface& scriptInterface, JS::HandleVal
#endif // CONFIG2_GLES
-// TODO: Support OpenGL platforms which don’t use GLX as well.
+// TODO: Support OpenGL platforms which don't use GLX as well.
#if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
#define GLXQCR_INTEGER(id) do { \
diff --git a/source/ps/KeyName.cpp b/source/ps/KeyName.cpp
index 79aa09a90c..6fe45592a6 100644
--- a/source/ps/KeyName.cpp
+++ b/source/ps/KeyName.cpp
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -161,10 +161,10 @@ static const std::unordered_map keyNames {{
{ SDLK_KP_8, "Num8" },
{ SDLK_KP_9, "Num9" },
- { SDLK_UP, "↑" },
- { SDLK_DOWN, "↓" },
- { SDLK_LEFT, "←" },
- { SDLK_RIGHT, "→" },
+ { SDLK_UP, "\xe2\x86\x91" },
+ { SDLK_DOWN, "\xe2\x86\x93" },
+ { SDLK_LEFT, "\xe2\x86\x90" },
+ { SDLK_RIGHT, "\xe2\x86\x92" },
}};
CStr FindKeyName(SDL_Scancode scancode)
diff --git a/source/scriptinterface/tests/test_ScriptConversions.h b/source/scriptinterface/tests/test_ScriptConversions.h
index 7f5cd41c69..eaf71a00bf 100644
--- a/source/scriptinterface/tests/test_ScriptConversions.h
+++ b/source/scriptinterface/tests/test_ScriptConversions.h
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -254,8 +254,8 @@ public:
TS_ASSERT(script.LoadGlobalScripts());
ScriptRequest rq(script);
- std::string in_utf8("éè!§$-aezi134900°°©©¢¢ÇÇ‘{¶«¡Ç’[å»ÛÁØ");
- std::wstring in_utf16(L"éè!§$-aezi134900°°©©¢¢ÇÇ‘{¶«¡Ç’[å»ÛÁØ");
+ std::string in_utf8("éè!§$-aezi134900°°©©¢¢ÇÇ'{¶«¡Ç'[å»ÛÁØ");
+ std::wstring in_utf16(L"éè!§$-aezi134900°°©©¢¢ÇÇ'{¶«¡Ç'[å»ÛÁØ");
JS::RootedValue v1(rq.cx);
ScriptInterface::ToJSVal(rq, &v1, in_utf8);
diff --git a/source/simulation2/components/CCmpRangeManager.cpp b/source/simulation2/components/CCmpRangeManager.cpp
index f22d8e8c69..1272cab74c 100644
--- a/source/simulation2/components/CCmpRangeManager.cpp
+++ b/source/simulation2/components/CCmpRangeManager.cpp
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -160,7 +160,7 @@ struct Query
* The highest point of the paraboloid is (0,range/2,0)
* and the circle of distance 'range' around (0,0,0) on height y=0 is part of the paraboloid
* This equates to computing f(x, z) = y = -(xx + zz)/(2*range) + range/2 > 0,
- * or alternatively √(xx+zz) <= √(range^2 - 2range*y).
+ * or alternatively sqrt(xx+zz) <= sqrt(range^2 - 2range*y).
*
* Avoids sqrting and overflowing.
*/
diff --git a/source/simulation2/components/ICmpWaterManager.h b/source/simulation2/components/ICmpWaterManager.h
index 7a40be59d4..02d8403041 100644
--- a/source/simulation2/components/ICmpWaterManager.h
+++ b/source/simulation2/components/ICmpWaterManager.h
@@ -1,4 +1,4 @@
-/* Copyright (C) 2017 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -26,7 +26,7 @@ class ICmpWaterManager : public IComponent
{
public:
/**
- * Recompute all the water information (foam…)
+ * Recompute all the water information (foam...)
*/
virtual void RecomputeWaterData() = 0;
diff --git a/source/simulation2/helpers/HierarchicalPathfinder.cpp b/source/simulation2/helpers/HierarchicalPathfinder.cpp
index 9bb8b16a6e..ab1545cefb 100644
--- a/source/simulation2/helpers/HierarchicalPathfinder.cpp
+++ b/source/simulation2/helpers/HierarchicalPathfinder.cpp
@@ -1,4 +1,4 @@
-/* Copyright (C) 2020 Wildfire Games.
+/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -743,7 +743,7 @@ void HierarchicalPathfinder::FindNearestNavcellInRegions(const std::set::max();
// Because regions are sorted by increasing distance, we can ignore regions that are obviously farther than the current best point.
- // Since regions are squares, that happens when the center of a region is at least √2 * CHUNK_SIZE farther than the current best point.
+ // Since regions are squares, that happens when the center of a region is at least sqrt(2) * CHUNK_SIZE farther than the current best point.
// Add one to avoid cases where the center navcell is actually slightly off-center (= CHUNK_SIZE is even)
u32 maxDistFromBest = (fixed::FromInt(3) / 2 * CHUNK_SIZE).ToInt_RoundToInfinity() + 1;
// TODO: update to static_assert with constexpr