# HG changeset patch # User alberth # Date 1283599000 0 # Node ID aae197147c055ef0fe07d22c3ce36807f6d93dcd # Parent e8f4b3e0808c86a10b00be6f0564a8ae1688babc (svn r20734) -Codechange: Rename GetScaledIndustryProbability() to GetScaledIndustryGenerationProbability(). diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1840,11 +1840,11 @@ /** * Compute the appearance probability for an industry during map creation. - * @param it Industrytype to compute for - * @param force_at_least_one Returns whether at least one instance should be forced on map creation - * @return relative probability for the industry to appear + * @param it Industry type to compute. + * @param [out] force_at_least_one Returns whether at least one instance should be forced on map creation. + * @return Relative probability for the industry to appear. */ -static uint32 GetScaledIndustryProbability(IndustryType it, bool *force_at_least_one) +static uint32 GetScaledIndustryGenerationProbability(IndustryType it, bool *force_at_least_one) { const IndustrySpec *ind_spc = GetIndustrySpec(it); uint32 chance = ind_spc->appear_creation[_settings_game.game_creation.landscape] * 16; // * 16 to increase precision @@ -1909,7 +1909,7 @@ uint num_forced = 0; for (IndustryType it = 0; it < NUM_INDUSTRYTYPES; it++) { - industry_probs[it] = GetScaledIndustryProbability(it, force_at_least_one + it); + industry_probs[it] = GetScaledIndustryGenerationProbability(it, force_at_least_one + it); total_prob += industry_probs[it]; if (force_at_least_one[it]) num_forced++; }