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-rw-r--r--libkdegames/kgame/kgameproperty.h6
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