diff options
Diffstat (limited to 'libkdegames/kgame/kgameproperty.h')
-rw-r--r-- | libkdegames/kgame/kgameproperty.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/libkdegames/kgame/kgameproperty.h b/libkdegames/kgame/kgameproperty.h index 03fcae87..c5f35997 100644 --- a/libkdegames/kgame/kgameproperty.h +++ b/libkdegames/kgame/kgameproperty.h @@ -238,7 +238,7 @@ public: int id() const { return mId; } /** - * @return a type_info of the data this property tqcontains. This is used + * @return a type_info of the data this property contains. This is used * e.g. by KGameDebugDialog **/ virtual const type_info* typeinfo() { return &typeid(this); } @@ -403,7 +403,7 @@ private: * <li> A Mixture (very dirty) * </ul> * I repeat: we do <em>not</em> recommend the third option ("a mixture"). Unless - * you have a good reason for this you will probably introduce some hard to tqfind + * you have a good reason for this you will probably introduce some hard to find * (and to fix) bugs. * * @section Always consistent (clean): @@ -488,7 +488,7 @@ private: * which result in inconsistent properties (like "game running" on client A but * "game ended/paused" on client B). But note that there is a very good reason * for the existence of these different concepts of KGameProperty. I have - * myself experienced such a "strange error" and it took me several days to tqfind + * myself experienced such a "strange error" and it took me several days to find * the reason until I could fix it. So I personally recommend the "clean" way. * On the other hand if you want to port a non-network game to a network game * you will probably start with "dirty" properties as it is you will not have to |