diff -ru -X /home/jjm/cvs/no.freeciv FreecivCVS/server/unittools.c freeciv/server/unittools.c --- FreecivCVS/server/unittools.c Tue Apr 25 13:57:47 2000 +++ freeciv/server/unittools.c Tue Apr 25 14:04:59 2000 @@ -743,8 +743,8 @@ from both sides coexisting on the same squares. This routine resolves this by teleporting the units in multiowner stacks to the closest city. - That is, if a unit is closer to it's city than the coexistent enemy unit - then the enemy unit is teleported home. + That is, if a unit is closer to its city than the coexistent enemy unit, + then the enemy unit is teleported to its owner's closest city. - Kris Bubendorfer @@ -774,8 +774,8 @@ if (pcity && ccity) { /* Both unit owners have cities; teleport unit farthest from its - owner's city home. This also makes sure we get no loops from - when we resolve the stack inside a city. */ + owner's city to that city. This also makes sure we get no loops + from when we resolve the stack inside a city. */ if (map_distance(x, y, pcity->x, pcity->y) < map_distance(x, y, ccity->x, ccity->y)) teleport_unit_to_city(cunit, ccity, 0, verbose); @@ -783,10 +783,10 @@ teleport_unit_to_city(punit, pcity, 0, verbose); } else { /* At least one of the unit owners doesn't have any cities; - if the other owner has any cities we teleport his units home. - We take care not to teleport the unit to the original square, - as that would cause the while loop in this function to - potentially never stop. */ + if the other owner has any cities we teleport his units to + the closest. We take care not to teleport the unit to the + original square, as that would cause the while loop in this + function to potentially never stop. */ if (pcity) { if (same_pos(x, y, pcity->x, pcity->y)) disband_stack_conflict_unit(cunit, verbose);