From c1f858a26046cd49948172f30daa17e9c0d5041d Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Sat, 17 Jan 2026 17:03:07 -0600 Subject: [PATCH 1/7] docs: Fix spelling errors in engine comments --- Core/GameEngine/Include/Common/AudioEventRTS.h | 2 +- Core/GameEngine/Include/Common/Xfer.h | 2 +- Core/GameEngine/Include/GameNetwork/LANGameInfo.h | 2 +- Core/GameEngine/Source/Common/Audio/GameSounds.cpp | 2 +- Core/GameEngine/Source/Common/System/XferLoad.cpp | 2 +- .../Include/W3DDevice/GameClient/W3DTerrainVisual.h | 2 +- .../Source/W3DDevice/GameClient/HeightMap.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DShaderManager.cpp | 2 +- Generals/Code/GameEngine/Include/Common/StatsCollector.h | 2 +- Generals/Code/GameEngine/Include/GameClient/CommandXlat.h | 2 +- Generals/Code/GameEngine/Include/GameClient/GameWindow.h | 4 ++-- Generals/Code/GameEngine/Include/GameClient/ParticleSys.h | 2 +- Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h | 2 +- Generals/Code/GameEngine/Source/Common/MessageStream.cpp | 2 +- Generals/Code/GameEngine/Source/Common/StatsCollector.cpp | 2 +- .../Code/GameEngine/Source/Common/System/BuildAssistant.cpp | 2 +- .../Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp | 4 ++-- .../GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../GameEngine/Source/GameClient/GUI/GameWindowManager.cpp | 2 +- Generals/Code/GameEngine/Source/GameClient/GameClient.cpp | 4 ++-- Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp | 6 +++--- Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp | 2 +- Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp | 2 +- .../Source/GameLogic/Object/Behavior/PrisonBehavior.cpp | 2 +- .../Source/GameLogic/Object/Contain/GarrisonContain.cpp | 2 +- .../Source/GameLogic/Object/Contain/OverlordContain.cpp | 4 ++-- Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp | 4 ++-- .../GameLogic/Object/Update/DockUpdate/DockUpdate.cpp | 4 ++-- .../Source/GameLogic/Object/Update/PhysicsUpdate.cpp | 2 +- .../ProductionExitUpdate/DefaultProductionExitUpdate.cpp | 2 +- .../ProductionExitUpdate/QueueProductionExitUpdate.cpp | 2 +- .../ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp | 2 +- .../SupplyCenterProductionExitUpdate.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/System/GameLogic.cpp | 4 ++-- .../Include/W3DDevice/GameClient/W3DGameWindow.h | 4 ++-- .../Source/W3DDevice/GameClient/W3DInGameUI.cpp | 2 +- .../Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp | 4 ++-- GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h | 2 +- GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h | 4 ++-- GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h | 2 +- GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp | 2 +- .../Code/GameEngine/Source/Common/System/BuildAssistant.cpp | 2 +- .../GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../GameEngine/Source/GameClient/GUI/GameWindowManager.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/Object/Object.cpp | 4 ++-- .../Source/GameLogic/Object/Update/PhysicsUpdate.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/System/GameLogic.cpp | 6 +++--- 48 files changed, 63 insertions(+), 63 deletions(-) diff --git a/Core/GameEngine/Include/Common/AudioEventRTS.h b/Core/GameEngine/Include/Common/AudioEventRTS.h index c11364bc4a1..ff003baf099 100644 --- a/Core/GameEngine/Include/Common/AudioEventRTS.h +++ b/Core/GameEngine/Include/Common/AudioEventRTS.h @@ -152,7 +152,7 @@ class AudioEventRTS const Coord3D *getCurrentPosition( void ); // This will return the directory leading up to the appropriate type, including the trailing '\\' - // If localized is true, we'll append a language specifc directory to the end of the path. + // If localized is true, we'll append a language specific directory to the end of the path. AsciiString generateFilenamePrefix( AudioType audioTypeToPlay, Bool localized ); AsciiString generateFilenameExtension( AudioType audioTypeToPlay ); protected: diff --git a/Core/GameEngine/Include/Common/Xfer.h b/Core/GameEngine/Include/Common/Xfer.h index f9c82288007..db5b58a4073 100644 --- a/Core/GameEngine/Include/Common/Xfer.h +++ b/Core/GameEngine/Include/Common/Xfer.h @@ -180,7 +180,7 @@ class Xfer protected: - // this is the actual xfer impelmentation that each derived class should implement + // this is the actual xfer implementation that each derived class should implement virtual void xferImplementation( void *data, Int dataSize ) = 0; UnsignedInt m_options; ///< xfer options diff --git a/Core/GameEngine/Include/GameNetwork/LANGameInfo.h b/Core/GameEngine/Include/GameNetwork/LANGameInfo.h index 33d7a77d615..c22696cf4c8 100644 --- a/Core/GameEngine/Include/GameNetwork/LANGameInfo.h +++ b/Core/GameEngine/Include/GameNetwork/LANGameInfo.h @@ -97,7 +97,7 @@ class LANGameInfo : public GameInfo void setName( UnicodeString name ) { m_gameName = name; } ///< Set the Name of the Game UnicodeString getName( void ) { return m_gameName; } ///< Get the Name of the Game - // Convinience functions that interface with the LANPlayer held in the slot list + // Convenience functions that interface with the LANPlayer held in the slot list virtual void resetAccepted(void); ///< Reset the accepted flag on all players Bool amIHost( void ); ///< Convenience function - is the local player the game host? diff --git a/Core/GameEngine/Source/Common/Audio/GameSounds.cpp b/Core/GameEngine/Source/Common/Audio/GameSounds.cpp index f398941ab38..0bcc198b4b1 100644 --- a/Core/GameEngine/Source/Common/Audio/GameSounds.cpp +++ b/Core/GameEngine/Source/Common/Audio/GameSounds.cpp @@ -206,7 +206,7 @@ Bool SoundManager::canPlayNow( AudioEventRTS *event ) // 1) Are we muted because we're beyond our maximum distance? // 2) Are we shrouded and this is a shroud sound? // 3) Are we violating our voice count or are we playing above the limit? (If so, stop now) - // 4) is there an avaiable channel open? + // 4) is there an available channel open? // 5) if not, then determine if there is anything of lower priority that we can kill // 6) if not, are we an interrupt-sound type? // if so, are there any sounds of our type playing right now that we can interrupt? diff --git a/Core/GameEngine/Source/Common/System/XferLoad.cpp b/Core/GameEngine/Source/Common/System/XferLoad.cpp index 8db6b24eb71..e8f8484f2a5 100644 --- a/Core/GameEngine/Source/Common/System/XferLoad.cpp +++ b/Core/GameEngine/Source/Common/System/XferLoad.cpp @@ -24,7 +24,7 @@ // FILE: XferLoad.cpp ///////////////////////////////////////////////////////////////////////////// // Author: Colin Day, February 2002 -// Desc: Xfer implemenation for loading from disk +// Desc: Xfer implementation for loading from disk /////////////////////////////////////////////////////////////////////////////////////////////////// // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// diff --git a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h index 56f80c570e6..b703ef0a1ba 100644 --- a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h +++ b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h @@ -39,7 +39,7 @@ class BaseHeightMapRenderObjClass; class WorldHeightMap; //------------------------------------------------------------------------------------------------- -/** W3D impelmentation of visual terrain details singleton */ +/** W3D implementation of visual terrain details singleton */ //------------------------------------------------------------------------------------------------- class W3DTerrainVisual : public TerrainVisual { diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp index a8cb0a1f8ec..8b619816a09 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp @@ -2170,7 +2170,7 @@ void HeightMapRenderObjClass::renderTerrainPass(CameraClass *pCamera) //============================================================================= // HeightMapRenderObjClass::renderExtraBlendTiles //============================================================================= -/** Renders an additoinal terrain pass including only those tiles which have more than 2 textures +/** Renders an additional terrain pass including only those tiles which have more than 2 textures blended together. Used primarily for corner cases where 3 different textures meet.*/ void HeightMapRenderObjClass::renderExtraBlendTiles(void) { diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp index 94c9331c4d7..9cf5fa5b9aa 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp @@ -2870,7 +2870,7 @@ IDirect3DTexture8 *W3DShaderManager::endRenderToTexture(void) DEBUG_ASSERTCRASH(hr==S_OK, ("Set target failed unexpectedly.")); if (hr == S_OK) { - //assume render target texure will be in stage 0. Most hardware has "conditional" support for + //assume render target texture will be in stage 0. Most hardware has "conditional" support for //non-power-of-2 textures so we must force some required states: DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); diff --git a/Generals/Code/GameEngine/Include/Common/StatsCollector.h b/Generals/Code/GameEngine/Include/Common/StatsCollector.h index 9b67159c405..02a8ea7d2ef 100644 --- a/Generals/Code/GameEngine/Include/Common/StatsCollector.h +++ b/Generals/Code/GameEngine/Include/Common/StatsCollector.h @@ -38,7 +38,7 @@ // // author: Chris Huybregts // -// purpose: Convinience class to help with collecting stats. +// purpose: Convenience class to help with collecting stats. // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h b/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h index b31f48c28d4..d6b75254296 100644 --- a/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h +++ b/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator Int m_objective; Bool m_teamExists; ///< is there a currently selected "team"? - // these are for determining if a drag occurred or it wasjust a sloppy click + // these are for determining if a drag occurred or it was just a sloppy click ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end UnsignedInt m_mouseRightDown; // when the mouse down happened diff --git a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h index a22648a8ed4..d083a6d671a 100644 --- a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int) GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING, GWM_WHEEL_UP, GWM_WHEEL_DOWN, GWM_CHAR, GWM_SCRIPT_CREATE, - // note that GWM_MOUSE_POS is only actually propogated to windows if the static + // note that GWM_MOUSE_POS is only actually propagated to windows if the static // sendMousePosMessages is set to true in the window manager file. See the - // comment on the static declaration for addtional info + // comment on the static declaration for additional info GWM_INPUT_FOCUS, GWM_MOUSE_POS, GWM_IME_CHAR, GWM_IME_STRING diff --git a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h index 0a6f2078b45..0eba8e0b76e 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -643,7 +643,7 @@ class ParticleSystem : public MemoryPoolObject, EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; } ParticlePriorityType getPriority() const { return m_priority; } - // Access to wind motoin + // Access to wind motion Real getWindAngle( void ) { return m_windAngle; } WindMotion getWindMotion( void ) { return m_windMotion; } diff --git a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h index de417aa8e46..85bbe733755 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h +++ b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h @@ -355,7 +355,7 @@ class TerrainLogic : public Snapshot, static WaterHandle m_gridWaterHandle; ///< water handle for the grid water (we only presently have one) // - // we will force a limit of MAX_DYNAMIC_WATER as the max dynamically changable water + // we will force a limit of MAX_DYNAMIC_WATER as the max dynamically changeable water // tables for a map. We could use a list, but eh, this is fine and small anyway // enum { MAX_DYNAMIC_WATER = 64 }; diff --git a/Generals/Code/GameEngine/Source/Common/MessageStream.cpp b/Generals/Code/GameEngine/Source/Common/MessageStream.cpp index c11407a85ee..2fe31017bf3 100644 --- a/Generals/Code/GameEngine/Source/Common/MessageStream.cpp +++ b/Generals/Code/GameEngine/Source/Common/MessageStream.cpp @@ -896,7 +896,7 @@ TranslatorID MessageStream::attachTranslator( GameMessageTranslator *translator, return newSS->m_id; } - // seach the Translator list for our priority location + // search the Translator list for our priority location for( ss=m_firstTranslator; ss; ss=ss->m_next ) if (ss->m_priority > newSS->m_priority) break; diff --git a/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp b/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp index 259dba75dfd..a401677ff0b 100644 --- a/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp +++ b/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp @@ -38,7 +38,7 @@ // // author: Chris Huybregts // -// purpose: Convinience class to gather player stats +// purpose: Convenience class to gather player stats // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index 1249b3eed59..64badb27d07 100644 --- a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -204,7 +204,7 @@ void BuildAssistant::update( void ) { Real previousConstructionPercent = obj->getConstructionPercent(); - // do the constructoin + // do the construction obj->setConstructionPercent( previousConstructionPercent - (100.0f / TOTAL_FRAMES_TO_SELL_OBJECT) ); // diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp index 072acdaa4c6..e579d131c90 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp @@ -189,7 +189,7 @@ void ControlBar::doTransportInventoryUI( Object *transport, const CommandSet *co // // since we're assuming all inventory exit commands appear in a continuous order, - // we need to also need to keep track of what is the last valid inventory commadn index + // we need to also need to keep track of what is the last valid inventory command index // lastInventoryIndex = i; @@ -630,7 +630,7 @@ void ControlBar::updateContextCommand( void ) obj = m_currentSelectedDrawable->getObject(); // - // the contents of objects are ususally showed on the UI, when those contents change + // the contents of objects are usually showed on the UI, when those contents change // we always to update the UI // ContainModuleInterface *contain = obj ? obj->getContain() : nullptr; diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index a4cdd9a0b0f..3b42ae83e93 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -24,7 +24,7 @@ // FILE: ControlBarMultiSelect.cpp //////////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 -// Desc: Context sensitive GUI for when you select mutiple objects. What we do is show +// Desc: Context sensitive GUI for when you select multiple objects. What we do is show // the commands that you can use between them all /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index ddc72aac670..7be31b6e7c0 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -63,7 +63,7 @@ UnsignedInt WindowLayoutCurrentVersion = 2; /////////////////////////////////////////////////////////////////////////////////////////////////// // -// with this statis set to true, the window system will propogate mouse position +// with this status set to true, the window system will propagate mouse position // messages to windows. You may want to disable this if you feel the mouse position // messages are "spamming" your window and making a particular debuggin situation // difficult. Make sure you do enable this before you check in again tho because diff --git a/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp b/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp index b317344c680..a4a89b349ed 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp @@ -505,7 +505,7 @@ void GameClient::update( void ) playSizzle = TRUE; } - //Initial Game Codition. We must show the movie first and then we can display the shell + //Initial Game Condition. We must show the movie first and then we can display the shell if(TheGlobalData->m_afterIntro && !TheDisplay->isMoviePlaying()) { if( playSizzle && TheGlobalData->m_playSizzle ) @@ -1358,7 +1358,7 @@ void GameClient::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferDrawableID( &m_nextDrawableID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and indentifier pairs. this + // xfer a table of contents that contain thing template and identifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // diff --git a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp index 14046b09523..d059ff1faf6 100644 --- a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -2424,7 +2424,7 @@ void InGameUI::createMouseoverHint( const GameMessage *msg ) if( obj ) { - //Ahh, here is a wierd exception: if the moused-over drawable is a mob-member + //Ahh, here is a weird exception: if the moused-over drawable is a mob-member //(e.g. AngryMob), Lets fool the UI into creating the hint for the NEXUS instead... if (obj->isKindOf( KINDOF_IGNORED_IN_GUI )) { @@ -4776,7 +4776,7 @@ Int InGameUI::selectMatchingAcrossRegion( IRegion2D *region ) draw = *it; if( draw && draw->getObject() && draw->getObject()->isLocallyControlled() ) { - // Use the Object's thing template, doing so will prevent wierdness for disguised vehicles. + // Use the Object's thing template, doing so will prevent weirdness for disguised vehicles. drawableList.insert( draw->getObject()->getTemplate() ); if( draw->getObject()->testStatus( OBJECT_STATUS_IS_CARBOMB ) ) { @@ -5618,7 +5618,7 @@ void InGameUI::selectNextIdleWorker( void ) selectDrawable( selectThisObject->getDrawable() ); - /*// removed becuase we're already playing a select sound... left in, just in case i"m wrong. + /*// removed because we're already playing a select sound... left in, just in case i'm wrong. // play the units sound const AudioEventRTS *soundEvent = selectThisObject->getTemplate()->getVoiceSelect(); if (soundEvent) diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index 7bed98dabdc..2ff42727360 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -2493,7 +2493,7 @@ void PathfindZoneManager::reset(void) ///< Called when the map is reset. /** * Calculate zones. A zone is an area of the same terrain - clear, water or cliff. - * The utility of zones is that if current location and destiontion are in the same zone, + * The utility of zones is that if current location and destination are in the same zone, * you can successfully pathfind. * If you are a multiple terrain vehicle, like amphibious transport, the lookup is a little more * complicated. diff --git a/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp b/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp index 40bd4ee43cc..5e026c3a385 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp @@ -185,7 +185,7 @@ Int SidesInfo::removeFromBuildList(BuildListInfo *pBuildList) m_pBuildList = pBuildList->getNext(); } else { position = 1; - // Not the first item, so find the preceeding list element. + // Not the first item, so find the preceding list element. BuildListInfo *pPrev = m_pBuildList; while (pPrev && (pPrev->getNext()!=pBuildList) ) { pPrev = pPrev->getNext(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp index 5ab7fb70d18..feb5ad8e5a8 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp @@ -57,7 +57,7 @@ class PrisonVisual : public MemoryPoolObject public: PrisonVisual( void ); - // virtual destructor prototype provied by memory pool object + // virtual destructor prototype provided by memory pool object ObjectID m_objectID; ///< object that is contained DrawableID m_drawableID; ///< associated visual prisoner drawable diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp index 23f0175ff6c..c40b51f0a28 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp @@ -1094,7 +1094,7 @@ void GarrisonContain::loadGarrisonPoints( void ) Int conditionIndex; Int count = 0; - // save the original paramters for the model condition + // save the original parameters for the model condition Drawable* draw = structure->getDrawable(); const ModelConditionFlags originalFlags = draw->getModelConditionFlags(); ModelConditionFlags clearFlags; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp index 4f61dbfede7..80a6a947ffa 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp @@ -86,7 +86,7 @@ void OverlordContain::onBodyDamageStateChange( const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) ///< state change callback { - // I can't use any convienience functions, as they will all get routed to the bunker I may carry. + // I can't use any convenience functions, as they will all get routed to the bunker I may carry. // I want just me. // Oh, and I don't want this function trying to do death. That is more complicated and will be handled // on my death. @@ -101,7 +101,7 @@ void OverlordContain::onBodyDamageStateChange( const DamageInfo* damageInfo, //------------------------------------------------------------------------------------------------- ContainModuleInterface *OverlordContain::getRedirectedContain() const { - // Naturally, I can not use a redirectible convienience function + // Naturally, I can not use a redirectible convenience function // to answer if I am redirecting yet. // If I am empty, say no. diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp index 63cef1714b7..5eec27cfa81 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -694,7 +694,7 @@ void Object::onDestroy() (*b)->onDelete(); } - //Have to remove ourself from looking as well. RebuildHoleWorkers definately hit here. + //Have to remove ourself from looking as well. RebuildHoleWorkers definitely hit here. handlePartitionCellMaintenance(); } @@ -4257,7 +4257,7 @@ Bool Object::hasGhostObject() const } //------------------------------------------------------------------------------------------------- -/// We have moved a 'significant' amount, so do maintenence that can be considered 'cell-based' +/// We have moved a 'significant' amount, so do maintenance that can be considered 'cell-based' void Object::onPartitionCellChange() { handlePartitionCellMaintenance(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp index 339d5d96882..bead95c4499 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp @@ -409,7 +409,7 @@ void DockUpdate::cancelDock( Object* docker ) void DockUpdate::setDockCrippled( Bool setting ) { - // At this level, Crippling means I will accept Approach requests, but I will never grant Enter clearence. + // At this level, Crippling means I will accept Approach requests, but I will never grant Enter clearance. m_dockCrippled = setting; } @@ -417,7 +417,7 @@ UpdateSleepTime DockUpdate::update() { if( m_activeDocker == INVALID_ID && !m_dockCrippled ) { - // if setDockCrippled has been called, I will never give enterance permission. + // if setDockCrippled has been called, I will never give entrance permission. for( size_t positionIndex = 0; positionIndex < m_approachPositionReached.size(); ++positionIndex ) { if( m_approachPositionReached[positionIndex] ) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp index 044d2ceeb3e..139f0b992ba 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp @@ -1269,7 +1269,7 @@ void PhysicsBehavior::onCollide( Object *other, const Coord3D *loc, const Coord3 // nuke the velocity. why? very simple: we want to ignore the previous vel in favor of // this. in theory, we could be clever and calculate the right force to apply to achieve this, - // but then if we were still colliding next frame, we'd get a sudden 'aceleration' of bounce + // but then if we were still colliding next frame, we'd get a sudden 'acceleration' of bounce // that would look freakish. so cheat. m_vel.x = 0; m_vel.y = 0; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp index 9d559b0250a..601c63bb066 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp @@ -90,7 +90,7 @@ void DefaultProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoorTyp newObj->setOrientation( exitAngle ); newObj->setLayer( creationObject->getLayer() ); - /** @todo This really should be automatically wrapped up in an actication sequence + /** @todo This really should be automatically wrapped up in an activation sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp index 500b6aad80c..12189e6fec2 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp @@ -125,7 +125,7 @@ void QueueProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoorType } - /** @todo This really should be automatically wrapped up in an actication sequence + /** @todo This really should be automatically wrapped up in an activation sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp index a330a09f1e6..689e149035f 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp @@ -103,7 +103,7 @@ void SpawnPointProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoor newObj->setOrientation( createAngle ); newObj->setLayer(creationObject->getLayer()); - /** @todo This really should be automatically wrapped up in an actication sequence + /** @todo This really should be automatically wrapped up in an activation sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp index 1002ca3d90e..7951bf8a934 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp @@ -89,7 +89,7 @@ void SupplyCenterProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDo newObj->setPosition( &createPoint ); newObj->setOrientation( exitAngle ); - /** @todo This really should be automatically wrapped up in an actication sequence + /** @todo This really should be automatically wrapped up in an activation sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 855d0942706..0a37834a4ed 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -3443,7 +3443,7 @@ void GameLogic::destroyObject( Object *obj ) if (!obj || obj->isDestroyed()) return; - // run the object onDestroy event if provied + // run the object onDestroy event if provided for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m) { DestroyModuleInterface* destroy = (*m)->getDestroy(); @@ -4261,7 +4261,7 @@ void GameLogic::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferObjectID( &m_nextObjectID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and indentifier pairs. this + // xfer a table of contents that contain thing template and identifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h index b72d30f9d6b..46a7cb3cc59 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h @@ -38,7 +38,7 @@ // // Created: Colin Day, June 2001 // -// Desc: W3D implemenations for the game windowing system +// Desc: W3D implementations for the game windowing system // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// @@ -56,7 +56,7 @@ // TYPE DEFINES /////////////////////////////////////////////////////////////// // W3DGameWindow -------------------------------------------------------------- -/** W3D implemenation for a game window */ +/** W3D implementation for a game window */ // ---------------------------------------------------------------------------- class W3DGameWindow : public GameWindow { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index 25b40d5ad5c..d2e0c2d5dd4 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp @@ -383,7 +383,7 @@ void W3DInGameUI::reset( void ) } //------------------------------------------------------------------------------------------------- -/** Draw member for the W3D implemenation of the game user interface */ +/** Draw member for the W3D implementation of the game user interface */ //------------------------------------------------------------------------------------------------- void W3DInGameUI::draw( void ) { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp index 7332c3c7d3b..3858911f845 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp @@ -154,7 +154,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if( TheInGameUI && TheInGameUI->isInWaypointMode() ) { //Create a default light environment with no lights and only full ambient. - //@todo: Fix later by copying default scene light environement from W3DScene.cpp. + //@todo: Fix later by copying default scene light environment from W3DScene.cpp. LightEnvironmentClass lightEnv; lightEnv.Reset(Vector3(0,0,0), Vector3(1.0f,1.0f,1.0f)); lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform()); @@ -207,7 +207,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if (TheInGameUI) { //Create a default light environment with no lights and only full ambient. - //@todo: Fix later by copying default scene light environement from W3DScene.cpp. + //@todo: Fix later by copying default scene light environment from W3DScene.cpp. LightEnvironmentClass lightEnv; lightEnv.Reset(Vector3(0,0,0), Vector3(1.0f,1.0f,1.0f)); lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform()); diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h b/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h index dcd5a2d18d1..d7843bdd224 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator Int m_objective; Bool m_teamExists; ///< is there a currently selected "team"? - // these are for determining if a drag occurred or it wasjust a sloppy click + // these are for determining if a drag occurred or it was just a sloppy click ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end UnsignedInt m_mouseRightDown; // when the mouse down happened diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h index a49f4efffed..5f2f0347665 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int) GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING, GWM_WHEEL_UP, GWM_WHEEL_DOWN, GWM_CHAR, GWM_SCRIPT_CREATE, - // note that GWM_MOUSE_POS is only actually propogated to windows if the static + // note that GWM_MOUSE_POS is only actually propagated to windows if the static // sendMousePosMessages is set to true in the window manager file. See the - // comment on the static declaration for addtional info + // comment on the static declaration for additional info GWM_INPUT_FOCUS, GWM_MOUSE_POS, GWM_IME_CHAR, GWM_IME_STRING diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h index ccd6c6a1689..74ec585f33d 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -635,7 +635,7 @@ class ParticleSystem : public MemoryPoolObject, EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; } ParticlePriorityType getPriority() const { return m_priority; } - // Access to wind motoin + // Access to wind motion Real getWindAngle( void ) { return m_windAngle; } WindMotion getWindMotion( void ) { return m_windMotion; } diff --git a/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp b/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp index e4b39574979..809f59f5ffa 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp @@ -928,7 +928,7 @@ TranslatorID MessageStream::attachTranslator( GameMessageTranslator *translator, return newSS->m_id; } - // seach the Translator list for our priority location + // search the Translator list for our priority location for( ss=m_firstTranslator; ss; ss=ss->m_next ) if (ss->m_priority > newSS->m_priority) break; diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index cff82dadd90..90ab531654f 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -204,7 +204,7 @@ void BuildAssistant::update( void ) { Real previousConstructionPercent = obj->getConstructionPercent(); - // do the constructoin + // do the construction obj->setConstructionPercent( previousConstructionPercent - (100.0f / TOTAL_FRAMES_TO_SELL_OBJECT) ); // diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index 36d78f4211b..712991a7031 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -24,7 +24,7 @@ // FILE: ControlBarMultiSelect.cpp //////////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 -// Desc: Context sensitive GUI for when you select mutiple objects. What we do is show +// Desc: Context sensitive GUI for when you select multiple objects. What we do is show // the commands that you can use between them all /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index 841ddaf5a0e..d1264a227ac 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -63,7 +63,7 @@ UnsignedInt WindowLayoutCurrentVersion = 2; /////////////////////////////////////////////////////////////////////////////////////////////////// // -// with this statis set to true, the window system will propogate mouse position +// with this status set to true, the window system will propagate mouse position // messages to windows. You may want to disable this if you feel the mouse position // messages are "spamming" your window and making a particular debuggin situation // difficult. Make sure you do enable this before you check in again tho because diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index fea307e8310..0e99aad5e3a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -2523,7 +2523,7 @@ void PathfindZoneManager::markZonesDirty( Bool insert ) ///< Called when the zo /** * Calculate zones. A zone is an area of the same terrain - clear, water or cliff. - * The utility of zones is that if current location and destiontion are in the same zone, + * The utility of zones is that if current location and destination are in the same zone, * you can successfully pathfind. * If you are a multiple terrain vehicle, like amphibious transport, the lookup is a little more * complicated. diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp index bec1bc96780..3f093ddc5ca 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -770,7 +770,7 @@ void Object::onDestroy() (*b)->onDelete(); } - //Have to remove ourself from looking as well. RebuildHoleWorkers definately hit here. + //Have to remove ourself from looking as well. RebuildHoleWorkers definitely hit here. handlePartitionCellMaintenance(); } @@ -4822,7 +4822,7 @@ Bool Object::hasGhostObject() const } //------------------------------------------------------------------------------------------------- -/// We have moved a 'significant' amount, so do maintenence that can be considered 'cell-based' +/// We have moved a 'significant' amount, so do maintenance that can be considered 'cell-based' void Object::onPartitionCellChange() { handlePartitionCellMaintenance(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp index eb81af5cb3b..0e2f8f0c0ff 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp @@ -1394,7 +1394,7 @@ void PhysicsBehavior::onCollide( Object *other, const Coord3D *loc, const Coord3 // nuke the velocity. why? very simple: we want to ignore the previous vel in favor of // this. in theory, we could be clever and calculate the right force to apply to achieve this, - // but then if we were still colliding next frame, we'd get a sudden 'aceleration' of bounce + // but then if we were still colliding next frame, we'd get a sudden 'acceleration' of bounce // that would look freakish. so cheat. m_vel.x = 0; m_vel.y = 0; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 569b01943c6..d399e00cc1b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -908,7 +908,7 @@ static void populateRandomStartPosition( GameInfo *game ) else { // We're the first real spot. Pick randomly. - // This while loop shouldn't be neccessary, since we're first. Why not, though? + // This while loop shouldn't be necessary, since we're first. Why not, though? while (posIdx == -1) { posIdx = GameLogicRandomValue(0, numPlayers-1); @@ -3984,7 +3984,7 @@ void GameLogic::destroyObject( Object *obj ) if (!obj || obj->isDestroyed()) return; - // run the object onDestroy event if provied + // run the object onDestroy event if provided for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m) { DestroyModuleInterface* destroy = (*m)->getDestroy(); @@ -4821,7 +4821,7 @@ void GameLogic::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferObjectID( &m_nextObjectID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and indentifier pairs. this + // xfer a table of contents that contain thing template and identifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // From 1602d3f498211f98d4a3417a90ecb277fb5639dd Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Sun, 18 Jan 2026 17:43:40 -0600 Subject: [PATCH 2/7] docs: Fix spelling errors in Generals/Code/GameEngine/Source comments --- .../GameEngine/Source/Common/GlobalData.cpp | 6 ++-- .../Source/Common/RTS/ActionManager.cpp | 2 +- .../Source/Common/RTS/MissionStats.cpp | 2 +- .../Common/RTS/ProductionPrerequisite.cpp | 2 +- .../Source/Common/RTS/SpecialPower.cpp | 2 +- .../GameEngine/Source/Common/RTS/Team.cpp | 2 +- .../Source/Common/RTS/TunnelTracker.cpp | 2 +- .../GameEngine/Source/Common/Recorder.cpp | 4 +-- .../Source/Common/System/BuildAssistant.cpp | 6 ++-- .../Source/Common/System/FunctionLexicon.cpp | 2 +- .../Common/System/SaveGame/GameStateMap.cpp | 4 +-- .../Source/Common/Thing/ModuleFactory.cpp | 2 +- .../Source/Common/Thing/ThingFactory.cpp | 2 +- .../GameEngine/Source/GameClient/Color.cpp | 2 +- .../GameEngine/Source/GameClient/Drawable.cpp | 4 +-- .../GameClient/GUI/ControlBar/ControlBar.cpp | 14 ++++---- .../GUI/ControlBar/ControlBarCommand.cpp | 2 +- .../GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../ControlBar/ControlBarPrintPositions.cpp | 2 +- .../GUI/ControlBar/ControlBarScheme.cpp | 4 +-- .../GUI/GUICallbacks/ExtendedMessageBox.cpp | 2 +- .../Menus/KeyboardOptionsMenu.cpp | 4 +-- .../GUI/GUICallbacks/Menus/ScoreScreen.cpp | 2 +- .../GameClient/GUI/Gadget/GadgetListBox.cpp | 12 +++---- .../GUI/Gadget/GadgetPushButton.cpp | 2 +- .../Source/GameClient/GUI/GameFont.cpp | 2 +- .../GameClient/GUI/GameWindowManager.cpp | 12 +++---- .../GUI/GameWindowManagerScript.cpp | 2 +- .../GameClient/GUI/GameWindowTransitions.cpp | 2 +- .../Source/GameClient/GUI/IMEManager.cpp | 6 ++-- .../Source/GameClient/GUI/Shell/Shell.cpp | 6 ++-- .../Source/GameClient/GUI/WindowLayout.cpp | 2 +- .../Source/GameClient/GameClient.cpp | 6 ++-- .../GameEngine/Source/GameClient/InGameUI.cpp | 20 +++++------ .../Source/GameClient/Input/Keyboard.cpp | 2 +- .../GameClient/MessageStream/CommandXlat.cpp | 2 +- .../MessageStream/SelectionXlat.cpp | 4 +-- .../GameClient/MessageStream/WindowXlat.cpp | 2 +- .../Source/GameClient/System/Anim2D.cpp | 2 +- .../Source/GameClient/System/ParticleSys.cpp | 2 +- .../GameEngine/Source/GameLogic/AI/AIDock.cpp | 36 +++++++++---------- .../Source/GameLogic/AI/AIGroup.cpp | 4 +-- .../Source/GameLogic/AI/AIPathfind.cpp | 4 +-- .../Source/GameLogic/AI/AIPlayer.cpp | 2 +- .../Source/GameLogic/AI/AIStates.cpp | 4 +-- .../Source/GameLogic/Map/TerrainLogic.cpp | 4 +-- .../Object/Behavior/BehaviorModule.cpp | 2 +- .../Object/Behavior/BridgeBehavior.cpp | 2 +- .../Behavior/BridgeScaffoldBehavior.cpp | 2 +- .../Object/Behavior/ParkingPlaceBehavior.cpp | 2 +- .../Object/Behavior/PrisonBehavior.cpp | 4 +-- .../Object/Behavior/RebuildHoleBehavior.cpp | 2 +- .../Object/Behavior/SlowDeathBehavior.cpp | 2 +- .../Object/Collide/CollideModule.cpp | 2 +- .../GameLogic/Object/Contain/OpenContain.cpp | 6 ++-- .../Object/Contain/OverlordContain.cpp | 4 +-- .../Object/Damage/TransitionDamageFX.cpp | 4 +-- .../Source/GameLogic/Object/Object.cpp | 16 ++++----- .../GameLogic/Object/ObjectCreationList.cpp | 2 +- .../SpecialPower/SpecialPowerModule.cpp | 6 ++-- .../GameLogic/Object/Update/AIUpdate.cpp | 6 ++-- .../AIUpdate/AssaultTransportAIUpdate.cpp | 4 +-- .../Object/Update/AIUpdate/DozerAIUpdate.cpp | 8 ++--- .../Update/AIUpdate/POWTruckAIUpdate.cpp | 4 +-- .../Update/AIUpdate/RailroadGuideAIUpdate.cpp | 10 +++--- .../Object/Update/AIUpdate/WorkerAIUpdate.cpp | 2 +- .../Object/Update/AssistedTargetingUpdate.cpp | 2 +- .../GameLogic/Object/Update/BoneFXUpdate.cpp | 4 +-- .../GameLogic/Object/Update/EMPUpdate.cpp | 2 +- .../Object/Update/HijackerUpdate.cpp | 4 +-- .../GameLogic/Object/Update/PhysicsUpdate.cpp | 2 +- .../Object/Update/PowerPlantUpdate.cpp | 2 +- .../Object/Update/ProductionUpdate.cpp | 8 ++--- .../GameLogic/Object/Update/RadarUpdate.cpp | 2 +- .../Object/Update/SpecialAbilityUpdate.cpp | 4 +-- .../Object/Update/WaveGuideUpdate.cpp | 6 ++-- .../Source/GameLogic/Object/Weapon.cpp | 6 ++-- .../Source/GameLogic/Object/WeaponSet.cpp | 4 +-- .../GameLogic/ScriptEngine/ScriptActions.cpp | 2 +- .../GameLogic/ScriptEngine/ScriptEngine.cpp | 8 ++--- .../Source/GameLogic/System/GameLogic.cpp | 2 +- .../GameLogic/System/GameLogicDispatch.cpp | 2 +- 82 files changed, 183 insertions(+), 183 deletions(-) diff --git a/Generals/Code/GameEngine/Source/Common/GlobalData.cpp b/Generals/Code/GameEngine/Source/Common/GlobalData.cpp index cf0aff23aa7..0fc3f8a6591 100644 --- a/Generals/Code/GameEngine/Source/Common/GlobalData.cpp +++ b/Generals/Code/GameEngine/Source/Common/GlobalData.cpp @@ -311,7 +311,7 @@ GlobalData* GlobalData::m_theOriginal = nullptr; { "MaxTranslucentObjects", INI::parseInt, nullptr, offsetof( GlobalData, m_maxVisibleTranslucentObjects) }, { "OccludedColorLuminanceScale", INI::parseReal, nullptr, offsetof( GlobalData, m_occludedLuminanceScale) }, -/* These are internal use only, they do not need file definitons +/* These are internal use only, they do not need file definitions { "TerrainAmbientRGB", INI::parseRGBColor, nullptr, offsetof( GlobalData, m_terrainAmbient ) }, { "TerrainDiffuseRGB", INI::parseRGBColor, nullptr, offsetof( GlobalData, m_terrainDiffuse ) }, { "TerrainLightPos", INI::parseCoord3D, nullptr, offsetof( GlobalData, m_terrainLightPos ) }, @@ -331,7 +331,7 @@ GlobalData* GlobalData::m_theOriginal = nullptr; { "VideoOn", INI::parseBool, nullptr, offsetof( GlobalData, m_videoOn ) }, { "DisableCameraMovements", INI::parseBool, nullptr, offsetof( GlobalData, m_disableCameraMovement ) }, -/* These are internal use only, they do not need file definitons +/* These are internal use only, they do not need file definitions /// @todo remove this hack { "InGame", INI::parseBool, nullptr, offsetof( GlobalData, m_inGame ) }, */ @@ -365,7 +365,7 @@ GlobalData* GlobalData::m_theOriginal = nullptr; { "AutoAflameParticleSystem", INI::parseAsciiString, nullptr, offsetof( GlobalData, m_autoAflameParticleSystem ) }, { "AutoAflameParticleMax", INI::parseInt, nullptr, offsetof( GlobalData, m_autoAflameParticleMax ) }, -/* These are internal use only, they do not need file definitons +/* These are internal use only, they do not need file definitions { "LatencyAverage", INI::parseInt, nullptr, offsetof( GlobalData, m_latencyAverage ) }, { "LatencyAmplitude", INI::parseInt, nullptr, offsetof( GlobalData, m_latencyAmplitude ) }, { "LatencyPeriod", INI::parseInt, nullptr, offsetof( GlobalData, m_latencyPeriod ) }, diff --git a/Generals/Code/GameEngine/Source/Common/RTS/ActionManager.cpp b/Generals/Code/GameEngine/Source/Common/RTS/ActionManager.cpp index 019faa7bb23..a09cea30baa 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/ActionManager.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/ActionManager.cpp @@ -220,7 +220,7 @@ Bool ActionManager::canTransferSuppliesAt( const Object *obj, const Object *tran if( transferDest->testStatus(OBJECT_STATUS_SOLD) ) return FALSE; - // I must be something with a Supply Transfering AI interface + // I must be something with a Supply Transferring AI interface const AIUpdateInterface *ai= obj->getAI(); if( ai == nullptr ) return FALSE; diff --git a/Generals/Code/GameEngine/Source/Common/RTS/MissionStats.cpp b/Generals/Code/GameEngine/Source/Common/RTS/MissionStats.cpp index 978c824711d..b41307bc14a 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/MissionStats.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/MissionStats.cpp @@ -96,7 +96,7 @@ void MissionStats::xfer( Xfer *xfer ) // units lost xfer->xferInt( &m_unitsLost ); - // buidings killed + // buildings killed xfer->xferUser( m_buildingsKilled, sizeof( Int ) * MAX_PLAYER_COUNT ); // buildings lost diff --git a/Generals/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp b/Generals/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp index 0607c383a6a..4f9318e342d 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp @@ -80,7 +80,7 @@ void ProductionPrerequisite::resolveNames() // // note that this will find the template at the "top most" level (not override - // sub-temlates), which is what we want ... we conceptually only have one + // sub-templates), which is what we want ... we conceptually only have one // template for any given thing, it's only the *data* that is overridden // m_prereqUnits[i].unit = TheThingFactory->findTemplate(m_prereqUnits[i].name); // might be null diff --git a/Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp b/Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp index 864c0952318..bd79ac66f6c 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp @@ -319,7 +319,7 @@ Bool SpecialPowerStore::canUseSpecialPower( Object *obj, const SpecialPowerTempl } - // I THINK THIS IS WHERE WE BAIL OUT IF A DIFFERENT CONYARD IS ALREADY CHARGIN THIS SPECIAL RIGHT NOW //LORENZEN + // I THINK THIS IS WHERE WE BAIL OUT IF A DIFFERENT CONYARD IS ALREADY Charging THIS SPECIAL RIGHT NOW //LORENZEN // all is well diff --git a/Generals/Code/GameEngine/Source/Common/RTS/Team.cpp b/Generals/Code/GameEngine/Source/Common/RTS/Team.cpp index fe3343dc8f0..cf0e188117b 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/Team.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/Team.cpp @@ -1125,7 +1125,7 @@ Bool TeamPrototype::evaluateProductionCondition(void) return false; } if (m_productionConditionScript) { - // If we are doing peridic evaluation, check the frame. + // If we are doing periodic evaluation, check the frame. if (TheGameLogic->getFrame()getFrameToEvaluate()) { return false; } diff --git a/Generals/Code/GameEngine/Source/Common/RTS/TunnelTracker.cpp b/Generals/Code/GameEngine/Source/Common/RTS/TunnelTracker.cpp index 68f6e81e802..8d62650946c 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/TunnelTracker.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/TunnelTracker.cpp @@ -258,7 +258,7 @@ void TunnelTracker::onTunnelDestroyed( const Object *deadTunnel ) void TunnelTracker::destroyObject( Object *obj, void * ) { // Now that tunnels consider ContainedBy to be "the tunnel you entered", I need to say goodbye - // llike other contain types so they don't look us up on their deletion and crash + // like other contain types so they don't look us up on their deletion and crash obj->onRemovedFrom( obj->getContainedBy() ); TheGameLogic->destroyObject( obj ); } diff --git a/Generals/Code/GameEngine/Source/Common/Recorder.cpp b/Generals/Code/GameEngine/Source/Common/Recorder.cpp index d125d9e202d..a2c38633b6a 100644 --- a/Generals/Code/GameEngine/Source/Common/Recorder.cpp +++ b/Generals/Code/GameEngine/Source/Common/Recorder.cpp @@ -483,7 +483,7 @@ void RecorderClass::stopPlayback() { } /** - * Update function for recording a game. Basically all the pertinant logic commands for this frame are written out + * Update function for recording a game. Basically all the pertinent logic commands for this frame are written out * to a file. */ void RecorderClass::updateRecord() @@ -1667,7 +1667,7 @@ AsciiString RecorderClass::getReplayArchiveDir() } /** - * returns the file extention for the replay files. + * returns the file extension for the replay files. */ AsciiString RecorderClass::getReplayExtention() { return AsciiString(replayExtention); diff --git a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index 64badb27d07..96e1a6cc7c9 100644 --- a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -925,7 +925,7 @@ LegalBuildCode BuildAssistant::isLocationLegalToBuild( const Coord3D *worldPos, } } - // if clear path is requestsed check to see if the builder object can get there + // if clear path is requested check to see if the builder object can get there if( BitIsSet( options, CLEAR_PATH ) && builderObject ) { AIUpdateInterface *ai = builderObject->getAIUpdateInterface(); @@ -1055,7 +1055,7 @@ void BuildAssistant::addBibs(const Coord3D *worldPos, * actually used for the tiling is returned along with a pointer to the array * of positions in the tile build info. * - * REQUIRES: Note that the array at 'postions' must be large enough to hold 'maxTiles' + * REQUIRES: Note that the array at 'positions' must be large enough to hold 'maxTiles' * entries of positions */ //------------------------------------------------------------------------------------------------- @@ -1574,7 +1574,7 @@ void BuildAssistant::sellObject( Object *obj ) // destroy any mines that are owned by this structure, right now. // unfortunately, structures don't keep list of mines they own, so we must do - // this the hard way :-( [fortunately, this doens't happen very often, so this + // this the hard way :-( [fortunately, this does't happen very often, so this // is probably an acceptable, if icky, solution.] (srj) for (Object* mine = TheGameLogic->getFirstObject(); mine; mine = mine->getNextObject()) { diff --git a/Generals/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp b/Generals/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp index 1f731946137..d23c4831a81 100644 --- a/Generals/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp @@ -611,7 +611,7 @@ Bool FunctionLexicon::validate( void ) Int i, j; TableEntry *sourceEntry, *lookAtEntry; - // scan all talbes + // scan all tables for( i = 0; i < MAX_FUNCTION_TABLES; i++ ) { diff --git a/Generals/Code/GameEngine/Source/Common/System/SaveGame/GameStateMap.cpp b/Generals/Code/GameEngine/Source/Common/System/SaveGame/GameStateMap.cpp index de3e7649b6a..c1a1f8d00c4 100644 --- a/Generals/Code/GameEngine/Source/Common/System/SaveGame/GameStateMap.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/SaveGame/GameStateMap.cpp @@ -284,7 +284,7 @@ void GameStateMap::xfer( Xfer *xfer ) // this is also an indication that we are saving for the first time a brand new // map that has never been saved into this save file before (a save is also considered // to be a first save as long as we are writing data to disk without having loaded - // this particluar map from the save file ... so if you load USA01 for the first + // this particular map from the save file ... so if you load USA01 for the first // time and save, that is a first save ... then, without quitting, if you save // again that is *also* considered a first save). First save just determines // whether the map file we embed in the save file is taken from the maps directory @@ -484,7 +484,7 @@ void GameStateMap::clearScratchPadMaps( void ) // // find the next file before we delete this one, this is probably not necessary - // to strcuture things this way so that the find next occurs before the file + // to structure things this way so that the find next occurs before the file // delete, but it seems more correct to do so // if( FindNextFile( hFile, &item ) == 0 ) diff --git a/Generals/Code/GameEngine/Source/Common/Thing/ModuleFactory.cpp b/Generals/Code/GameEngine/Source/Common/Thing/ModuleFactory.cpp index 55adfa463a9..7a0c442e06b 100644 --- a/Generals/Code/GameEngine/Source/Common/Thing/ModuleFactory.cpp +++ b/Generals/Code/GameEngine/Source/Common/Thing/ModuleFactory.cpp @@ -568,7 +568,7 @@ const ModuleFactory::ModuleTemplate* ModuleFactory::findModuleTemplate(const Asc } //------------------------------------------------------------------------------------------------- -/** Allocate a new acton class istance given the name */ +/** Allocate a new acton class instance given the name */ //------------------------------------------------------------------------------------------------- Module *ModuleFactory::newModule( Thing *thing, const AsciiString& name, const ModuleData* moduleData, ModuleType type ) { diff --git a/Generals/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp b/Generals/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp index af2eb25ac37..f956709be19 100644 --- a/Generals/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp +++ b/Generals/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp @@ -171,7 +171,7 @@ ThingTemplate* ThingFactory::newOverride( ThingTemplate *thingTemplate ) // sanity DEBUG_ASSERTCRASH( thingTemplate, ("newOverride(): null 'parent' thing template") ); - // sanity just for debuging, the weapon must be in the master list to do overrides + // sanity just for debugging, the weapon must be in the master list to do overrides DEBUG_ASSERTCRASH( findTemplate( thingTemplate->getName() ) != nullptr, ("newOverride(): Thing template '%s' not in master list", thingTemplate->getName().str()) ); diff --git a/Generals/Code/GameEngine/Source/GameClient/Color.cpp b/Generals/Code/GameEngine/Source/GameClient/Color.cpp index 7a6dca81dd2..deb83281ed9 100644 --- a/Generals/Code/GameEngine/Source/GameClient/Color.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/Color.cpp @@ -76,7 +76,7 @@ //============================================================================= // GameGetColorComponents ===================================================== -/** Get the RGB color comonents of a color */ +/** Get the RGB color components of a color */ //============================================================================= diff --git a/Generals/Code/GameEngine/Source/GameClient/Drawable.cpp b/Generals/Code/GameEngine/Source/GameClient/Drawable.cpp index 289a2fb7cbf..a9b8e6599eb 100644 --- a/Generals/Code/GameEngine/Source/GameClient/Drawable.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/Drawable.cpp @@ -3282,7 +3282,7 @@ void Drawable::drawCaption( const IRegion2D *healthBarRegion ) // ------------------------------------------------------------------------------------------------ void Drawable::drawVeterancy( const IRegion2D *healthBarRegion ) { - // get object from drawble + // get object from drawable Object* obj = getObject(); if( obj->getExperienceTracker() == nullptr ) @@ -4056,7 +4056,7 @@ void Drawable::notifyDrawableDependencyCleared() //------------------------------------------------------------------------------------------------- void Drawable::setSelectable( Bool selectable ) { - // unselct drawable if it is no longer selectable. + // unselect drawable if it is no longer selectable. if( !selectable ) TheInGameUI->deselectDrawable( this ); diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp index 1690c0c91be..3fa5277a0cf 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp @@ -1020,7 +1020,7 @@ ControlBar::~ControlBar( void ) void ControlBarPopupDescriptionUpdateFunc( WindowLayout *layout, void *param ); //------------------------------------------------------------------------------------------------- -/** Initialzie the control bar, this is our interface to the context sinsitive GUI */ +/** Initialize the control bar, this is our interface to the context sinsitive GUI */ //------------------------------------------------------------------------------------------------- void ControlBar::init( void ) { @@ -1269,7 +1269,7 @@ void ControlBar::init( void ) void ControlBar::reset( void ) { hideSpecialPowerShortcut(); - // do not destroy the rally drawable, it will get destroyed with everythign else during a reset + // do not destroy the rally drawable, it will get destroyed with everything else during a reset m_rallyPointDrawableID = INVALID_DRAWABLE_ID; if(m_radarAttackGlowWindow) m_radarAttackGlowWindow->winEnable(TRUE); @@ -1617,7 +1617,7 @@ void ControlBar::onDrawableDeselected( Drawable *draw ) // // always when becoming unselected should we remove any build placement icons because if - // we have some and are in the middle of a build process, it must obiously be over now + // we have some and are in the middle of a build process, it must obviously be over now // because we are no longer selecting the dozer or worker // TheInGameUI->placeBuildAvailable( nullptr, nullptr ); @@ -1819,7 +1819,7 @@ void ControlBar::evaluateContextUI( void ) else if ( drawToEvaluateFor )// either we have exactly one drawable, or we have isolated one to evaluate for... { - // get the first and only drawble in the selection list + // get the first and only drawable in the selection list //Drawable *draw = selectedDrawables->front(); // sanity @@ -2676,7 +2676,7 @@ void ControlBar::setPortraitByObject( Object *obj ) // ------------------------------------------------------------------------------------------------ void ControlBar::showRallyPoint(const Coord3D* loc) { - // if loc is null, destroy any rally point drawble we have shown + // if loc is null, destroy any rally point drawable we have shown if (loc == nullptr) { // destroy rally point drawable if present @@ -2689,7 +2689,7 @@ void ControlBar::showRallyPoint(const Coord3D* loc) Drawable* marker = nullptr; - // create a rally point drawble if necessary + // create a rally point drawable if necessary if (m_rallyPointDrawableID == INVALID_DRAWABLE_ID) { const ThingTemplate* ttn = TheThingFactory->findTemplate("RallyPointMarker"); @@ -2707,7 +2707,7 @@ void ControlBar::showRallyPoint(const Coord3D* loc) // sanity DEBUG_ASSERTCRASH(marker, ("showRallyPoint: No rally point marker found")); - // set the position of the rally point drawble to the position passed in + // set the position of the rally point drawable to the position passed in marker->setPosition(loc); marker->setOrientation(TheGlobalData->m_downwindAngle); // To blow down wind -- ML diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp index e579d131c90..e49697e6b8a 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp @@ -453,7 +453,7 @@ void ControlBar::resetContainData( void ) } //------------------------------------------------------------------------------------------------- -/** reset the build queue data we use to die queue entires to control */ +/** reset the build queue data we use to die queue entries to control */ //------------------------------------------------------------------------------------------------- void ControlBar::resetBuildQueueData( void ) { diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index 3b42ae83e93..84ca922f218 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -262,7 +262,7 @@ void ControlBar::populateMultiSelect( void ) // add the common commands of this drawable to the common command set addCommonCommands( draw, firstDrawable ); - // not adding the first drawble anymore + // not adding the first drawable anymore firstDrawable = FALSE; // diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarPrintPositions.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarPrintPositions.cpp index 2735ea28fd6..0ef5eec7c95 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarPrintPositions.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarPrintPositions.cpp @@ -38,7 +38,7 @@ // // author: Chris Huybregts // -// purpose: Convience function for degayifying the whole squished control bar +// purpose: Convenience function for degayifying the whole squished control bar // process // //----------------------------------------------------------------------------- diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp index 54f3c3e0eac..9171033cf2f 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp @@ -39,7 +39,7 @@ // author: Chris Huybregts // // purpose: Contains all the Command bar goodness in terms of how it looks -// For instrucitons on how to use, please see it's .h file +// For instructions on how to use, please see it's .h file // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// @@ -727,7 +727,7 @@ void ControlBarScheme::update( void ) } // -// Loop through the propper lists and draw everything for the forground +// Loop through the proper lists and draw everything for the foreground //----------------------------------------------------------------------------- void ControlBarScheme::drawForeground( Coord2D multi, ICoord2D offset ) { diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ExtendedMessageBox.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ExtendedMessageBox.cpp index b95227521d2..ccd05dcd86a 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ExtendedMessageBox.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ExtendedMessageBox.cpp @@ -73,7 +73,7 @@ static GameWindow *gogoExMessageBox(Int x, Int y, Int width, Int height, Unsigne if( width > 0 && height > 0 ) { ICoord2D temp; - //First grab the percent increase/decrease compaired to the default size + //First grab the percent increase/decrease compared to the default size parent->winGetSize( &temp.x, &temp.y); ratioX = (float)width / (float)temp.x; ratioY = (float)height / (float)temp.y; diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp index 4ac876c7a8b..837a3c72e08 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp @@ -764,7 +764,7 @@ WindowMsgHandledType KeyboardTextEntryInput( GameWindow *window, UnsignedInt msg 0 ); return MSG_HANDLED; } - //else check is modifiers are persent + //else check is modifiers are present else { char c = e->text->getText().getCharAt(e->text->getTextLength() - 1 ); @@ -1049,7 +1049,7 @@ WindowMsgHandledType KeyboardTextEntryInput( GameWindow *window, UnsignedInt msg 0 ); return MSG_HANDLED; } - //else check is modifiers are persent + //else check is modifiers are present else { char c = e->text->getText().getCharAt(e->text->getTextLength() - 1 ); diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp index aaf601cff14..c662f0cf230 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/ScoreScreen.cpp @@ -124,7 +124,7 @@ static GameWindow *staticTextGameSaved = nullptr; static Bool overidePlayerDisplayName = FALSE; -//Extrenal declarations +//External declarations NameKeyType listboxChatWindowScoreScreenID = NAMEKEY_INVALID; GameWindow *listboxChatWindowScoreScreen = nullptr; std::string LastReplayFileName; diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp index 5f02cad7021..5c71e3ce255 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp @@ -178,7 +178,7 @@ static Int getListboxTopEntry( ListboxData *list ) { Int entry; - // determin which entry is at the top of the display area + // determine which entry is at the top of the display area for( entry=0; ; entry++ ) { if( list->listData[entry].listHeight > list->displayPos ) @@ -227,7 +227,7 @@ static void removeSelection( ListboxData *list, Int i ) } // adjustDisplay ============================================================== -/** Update Display List information inlcuding scrollbar */ +/** Update Display List information including scrollbar */ //============================================================================= static void adjustDisplay( GameWindow *window, Int adjustment, Bool updateSlider ) @@ -236,7 +236,7 @@ static void adjustDisplay( GameWindow *window, Int adjustment, SliderData *sData; ListboxData *list = (ListboxData *)window->winGetUserData(); - // determin which entry is at the top of the display area + // determine which entry is at the top of the display area entry = getListboxTopEntry( list ) + adjustment; if( entry < 0 ) @@ -466,7 +466,7 @@ static Int addEntry( UnicodeString *string, Int color, Int row, Int column, Game Int rowsAdded = 0; ListEntryRow *listRow = &list->listData[row]; - // Here I've decided to just overright what's in the row, if that's not what we want, change it here + // Here I've decided to just overwrite what's in the row, if that's not what we want, change it here // Check and see if we have allocated cells for that row yet, if not, allocate them if(!listRow->cell) { @@ -1951,7 +1951,7 @@ WindowMsgHandledType GadgetListBoxSystem( GameWindow *window, UnsignedInt msg, break; if( cells[j].cellType == LISTBOX_TEXT ) { - // If we can delete the stuff that won't be showing up in the new listData struture + // If we can delete the stuff that won't be showing up in the new listData structure if ( cells[j].data ) { TheDisplayStringManager->freeDisplayString((DisplayString *) cells[j].data ); @@ -2532,7 +2532,7 @@ void GadgetListBoxSetListLength( GameWindow *listbox, Int newLength ) { if( cells[j].cellType == LISTBOX_TEXT && i >= newLength) { - // If we can delete the stuff that won't be showing up in the new listData struture + // If we can delete the stuff that won't be showing up in the new listData structure if ( cells[j].data ) { TheDisplayStringManager->freeDisplayString((DisplayString *) cells[j].data ); diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetPushButton.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetPushButton.cpp index edd6c9326c2..36d3d05e255 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetPushButton.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetPushButton.cpp @@ -526,7 +526,7 @@ Bool GadgetCheckLikeButtonIsChecked( GameWindow *g ) if( instData == nullptr ) return FALSE; - // we just hold this "check like dual state thingie" using the selected state + // we just hold this "check like dual state thingy" using the selected state return BitIsSet( instData->m_state, WIN_STATE_SELECTED ); } diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GameFont.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GameFont.cpp index 258b7eb8baa..b05a0a4ce9b 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GameFont.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GameFont.cpp @@ -116,7 +116,7 @@ void FontLibrary::deleteAllFonts( void ) // get temp pointer to this font font = m_fontList; - // remove font fron the list, this will change m_fontList + // remove font from the list, this will change m_fontList unlinkFont( font ); // release font data diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index 7be31b6e7c0..426be3e7adc 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -65,7 +65,7 @@ UnsignedInt WindowLayoutCurrentVersion = 2; // // with this status set to true, the window system will propagate mouse position // messages to windows. You may want to disable this if you feel the mouse position -// messages are "spamming" your window and making a particular debuggin situation +// messages are "spamming" your window and making a particular debugging situation // difficult. Make sure you do enable this before you check in again tho because // it is necessary for any code that needs to look at objects or anything under // the radar cursor @@ -234,7 +234,7 @@ void GameWindowManager::reset( void ) } //------------------------------------------------------------------------------------------------- -/** Update cycle for game widnow manager */ +/** Update cycle for game window manager */ //------------------------------------------------------------------------------------------------- void GameWindowManager::update( void ) { @@ -1644,7 +1644,7 @@ GameWindow *GameWindowManager::gogoMessageBox(Int x, Int y, Int width, Int heigh if( width > 0 && height > 0 ) { ICoord2D temp; - //First grab the percent increase/decrease compaired to the default size + //First grab the percent increase/decrease compared to the default size parent->winGetSize( &temp.x, &temp.y); ratioX = (float)width / (float)temp.x; ratioY = (float)height / (float)temp.y; @@ -2399,7 +2399,7 @@ GameWindow *GameWindowManager::gogoGadgetComboBox( GameWindow *parent, top = title ? (fontHeight + 1):0; bottom = title ? (height - (fontHeight + 1)):height; - // intialize instData + // initialize instData winInstData.init(); // size of button @@ -2698,7 +2698,7 @@ GameWindow *GameWindowManager::gogoGadgetTextEntry( GameWindow *parent, // memset( entryData->text, 0, ENTRY_TEXT_LEN ); // memset( entryData->constructText, 0, ENTRY_TEXT_LEN ); - // initialize character positions, legths etc + // initialize character positions, lengths etc if( entryData->text ) entryData->charPos = entryData->text->getTextLength(); else @@ -2741,7 +2741,7 @@ GameWindow *GameWindowManager::gogoGadgetTextEntry( GameWindow *parent, WinInstanceData boxInstData; ListboxData lData; - // intialize instData + // initialize instData boxInstData.init(); // define display region diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp index ee0598424fd..39e7185b8b2 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp @@ -1351,7 +1351,7 @@ static Bool parseDrawData( const char *token, WinInstanceData *instData, // getDataTemplate ============================================================ /** Given a window type style string return the address of a static * gadget data type used for the generic data pointers in the - * GUI gadget contorls */ + * GUI gadget controls */ //============================================================================= void *getDataTemplate( char *type ) { diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp index 7040f8390b2..21a677c459c 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp @@ -529,7 +529,7 @@ TransitionGroup *GameWindowTransitionsHandler::getNewGroup( AsciiString name ) if(name.isEmpty()) return nullptr; - // test to see if we're trying to add an already exisitng group. + // test to see if we're trying to add an already existing group. if(findGroup(name)) { DEBUG_ASSERTCRASH(FALSE, ("GameWindowTransitionsHandler::getNewGroup - We already have a group %s", name.str())); diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp index 8f21a0884bf..d267b84ee4a 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp @@ -1099,7 +1099,7 @@ void IMEManager::updateCompositionString( void ) if ( m_context ) { - // try reading unicode directy + // try reading unicode directly LONG result = ImmGetCompositionStringW( m_context, GCS_COMPSTR, m_compositionString, MAX_COMPSTRINGLEN ); if ( result >= 0 ) @@ -1165,7 +1165,7 @@ void IMEManager::getResultsString ( void ) if ( m_context ) { - // try reading unicode directy + // try reading unicode directly LONG result = ImmGetCompositionStringW( m_context, GCS_RESULTSTR, m_resultsString, MAX_COMPSTRINGLEN ); if ( result >= 0 ) @@ -1244,7 +1244,7 @@ void IMEManager::openCandidateList( Int candidateFlags ) { return; } - // first get lastest candidate list info + // first get latest candidate list info updateCandidateList( candidateFlags ); resizeCandidateWindow( m_pageSize ); diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp index bf79ec1735d..d29e0679430 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp @@ -182,7 +182,7 @@ void Shell::update( void ) Int now = timeGetTime(); // - // we keep the shell updates fixed in time so that we can write consitent animation + // we keep the shell updates fixed in time so that we can write consistent animation // speeds during the screen update functions // if( now - lastUpdate >= ((1000.0f / shellUpdateDelay ) - 1) ) @@ -353,7 +353,7 @@ void Shell::push( AsciiString filename, Bool shutdownImmediate ) WindowLayout *currentTop = top(); // - // if we have someting on the top of the stack we won't do the push + // if we have something on the top of the stack we won't do the push // right now, we will instead shutdown the top, and when the top tells // us it's done shutting down (via the shutdownComplete() method) we do // the push then @@ -599,7 +599,7 @@ void Shell::hideShell( void ) WindowLayout *Shell::top( void ) { - // emtpy stack + // empty stack if( m_screenCount == 0 ) return nullptr; diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/WindowLayout.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/WindowLayout.cpp index 269c91cea4a..595fd760724 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/WindowLayout.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/WindowLayout.cpp @@ -59,7 +59,7 @@ WindowLayout::~WindowLayout( void ) { // - // it is the users responsability to remove windows from the layout beforing destroying the + // it is the users responsibility to remove windows from the layout before destroying the // layout itself. This allows for maximum flexibility of the window layouts and you can // use them in any you see fit, as long as they are clean when they go away // diff --git a/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp b/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp index a4a89b349ed..15d40e85f6e 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp @@ -1008,7 +1008,7 @@ void GameClient::getRayEffectData( Drawable *draw, RayEffectData *effectData ) } //------------------------------------------------------------------------------------------------- -/** remove the drawble from the ray effects sytem if present */ +/** remove the drawable from the ray effects system if present */ void GameClient::removeFromRayEffects( Drawable *draw ) { @@ -1049,7 +1049,7 @@ void GameClient::preloadAssets( TimeOfDay timeOfDay ) draw->preloadAssets( timeOfDay ); // - // now create a temporary drawble for each of the faction things we can create, preload + // now create a temporary drawable for each of the faction things we can create, preload // their assets, and dump the drawable // AsciiString side; @@ -1575,7 +1575,7 @@ void GameClient::loadPostProcess( void ) // // due to the fact that during the load process we have called newDrawable for drawables - // without objects, and then overwrote their ids with data from the save file, our allocater + // without objects, and then overwrote their ids with data from the save file, our allocator // id may be far higher than it needs to be. We'll pull it back down as low as we can // Drawable *draw; diff --git a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp index d059ff1faf6..ee3b016b641 100644 --- a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -1521,7 +1521,7 @@ void InGameUI::handleBuildPlacements( void ) // // check to see if this is a legal location to build something at and tint or "un-tint" // the cursor icons as appropriate. This involves a pathfind which could be - // expensive so we don't want to do it on every frame (althought that would be ideal) + // expensive so we don't want to do it on every frame (although that would be ideal) // If we discover there are cases that this is just too slow we should increase the // delay time between checks or we need to come up with a way of recording what is // valid and what isn't or "fudge" the results to feel "ok" @@ -2091,7 +2091,7 @@ void InGameUI::freeMessageResources( void ) for( i = 0; i < MAX_UI_MESSAGES; i++ ) { - // emtpy text + // empty text m_uiMessages[ i ].fullText.clear(); // free display string @@ -3421,7 +3421,7 @@ const DrawableList *InGameUI::getAllSelectedLocalDrawables( void ) } //------------------------------------------------------------------------------------------------- -/** Return poiner to the first selected drawable, if any */ +/** Return pointer to the first selected drawable, if any */ //------------------------------------------------------------------------------------------------- Drawable *InGameUI::getFirstSelectedDrawable( void ) { @@ -3706,7 +3706,7 @@ void InGameUI::postDraw( void ) { // We don't draw our timers until we are finished with construction. - // It is important that let the SpecialPowerUpdate is add its timer in its contructor,, + // It is important that let the SpecialPowerUpdate is add its timer in its constructor,, // since the science for it could be added before construction is finished, // And thus the timer set to READY before the timer is first drawn, here if ( owningObject->testStatus( OBJECT_STATUS_UNDER_CONSTRUCTION )) @@ -3727,7 +3727,7 @@ void InGameUI::postDraw( void ) readySecs = (module->getReadyFrame() - TheGameLogic->getFrame()) / LOGICFRAMES_PER_SECOND; // Yes, integer math. We can't have float imprecision display 4:01 on a disabled superweapon. - // Similarly, only checking timers is not truly indicitive of readyness. + // Similarly, only checking timers is not truly indicative of readiness. Bool changeBolding = (readySecs != info->m_timestamp) || (isReady != info->m_ready) || info->m_forceUpdateText; if (changeBolding) { @@ -4498,7 +4498,7 @@ Bool InGameUI::canSelectedObjectsDoSpecialPower( const CommandButton *command, c //Get the special power template. const SpecialPowerTemplate *spTemplate = command->getSpecialPowerTemplate(); - //Order of precendence: + //Order of precedence: //1) NO TARGET OR POS //2) COMMAND_OPTION_NEED_OBJECT_TARGET //3) NEED_TARGET_POS @@ -4622,7 +4622,7 @@ Bool InGameUI::canSelectedObjectsEffectivelyUseWeapon( const CommandButton *comm //Get the special power template. WeaponSlotType slot = command->getWeaponSlot(); - //Order of precendence: + //Order of precedence: //1) NO TARGET OR POS //2) COMMAND_OPTION_NEED_OBJECT_TARGET //3) NEED_TARGET_POS @@ -4754,7 +4754,7 @@ Int InGameUI::selectAllUnitsByTypeAcrossRegion( IRegion2D *region, KindOfMaskTyp } // ------------------------------------------------------------------------------------------------ -/** Selects maching units on the screen */ +/** Selects matching units on the screen */ // ------------------------------------------------------------------------------------------------ Int InGameUI::selectMatchingAcrossRegion( IRegion2D *region ) { @@ -4872,7 +4872,7 @@ Int InGameUI::selectAllUnitsByTypeAcrossScreen(KindOfMaskType mustBeSet, KindOfM } // ------------------------------------------------------------------------------------------------ -/** Selects maching units on the screen */ +/** Selects matching units on the screen */ // ------------------------------------------------------------------------------------------------ Int InGameUI::selectMatchingAcrossScreen( void ) { @@ -5157,7 +5157,7 @@ void InGameUI::updateFloatingText( void ) } } - // increase our itterator + // increase our iterator ++it; } diff --git a/Generals/Code/GameEngine/Source/GameClient/Input/Keyboard.cpp b/Generals/Code/GameEngine/Source/GameClient/Input/Keyboard.cpp index 6ad9ad18111..30755a64a5a 100644 --- a/Generals/Code/GameEngine/Source/GameClient/Input/Keyboard.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/Input/Keyboard.cpp @@ -716,7 +716,7 @@ Keyboard::~Keyboard( void ) } //------------------------------------------------------------------------------------------------- -/** Initialzie the keyboard */ +/** Initialize the keyboard */ //------------------------------------------------------------------------------------------------- void Keyboard::init( void ) { diff --git a/Generals/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp b/Generals/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp index 7e3e99eb2e9..7c5f86f2954 100644 --- a/Generals/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp @@ -1087,7 +1087,7 @@ GameMessage::Type CommandTranslator::issueAttackCommand( Drawable *target, attackMsg->appendObjectIDArgument( targetObj->getID() ); // must pass target object ID to logic - // if we have a stats collector, inrement the stats + // if we have a stats collector, increment the stats if(TheStatsCollector) TheStatsCollector->incrementAttackCount(); } diff --git a/Generals/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp b/Generals/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp index f6e40693456..ede004ef4c6 100644 --- a/Generals/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp @@ -234,7 +234,7 @@ static Bool selectSingleDrawableWithoutSound( Drawable *draw ) // since we are single selecting a drawable, unselect everything else deselectAll(); - // do the drawble selection + // do the drawable selection TheInGameUI->selectDrawable( draw ); Object *obj = draw->getObject(); @@ -363,7 +363,7 @@ GameMessageDisposition SelectionTranslator::translateGameMessage(const GameMessa if( !TheInGameUI->getInputEnabled() ) { - //Keep the message so the other translaters (WindowXlat) can handle. + //Keep the message so the other translators (WindowXlat) can handle. if( m_dragSelecting ) { //Turn off drag select diff --git a/Generals/Code/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp b/Generals/Code/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp index e89f3f9bcaf..6612ae56ab1 100644 --- a/Generals/Code/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp @@ -163,7 +163,7 @@ WindowTranslator::~WindowTranslator() // WindowTranslator =========================================================== /** Window translator that monitors raw input messages on the stream and - * acts on anything relavant to the windowing system */ + * acts on anything relevant to the windowing system */ //============================================================================= GameMessageDisposition WindowTranslator::translateGameMessage(const GameMessage *msg) { diff --git a/Generals/Code/GameEngine/Source/GameClient/System/Anim2D.cpp b/Generals/Code/GameEngine/Source/GameClient/System/Anim2D.cpp index 83330303214..003d83830b3 100644 --- a/Generals/Code/GameEngine/Source/GameClient/System/Anim2D.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/System/Anim2D.cpp @@ -853,7 +853,7 @@ void Anim2DCollection::unRegisterAnimation( Anim2D *anim ) if( anim->m_collectionSystem != this ) return; - // unlink from our instnace list + // unlink from our instance list if( anim->m_collectionSystemNext ) anim->m_collectionSystemNext->m_collectionSystemPrev = anim->m_collectionSystemPrev; if( anim->m_collectionSystemPrev ) diff --git a/Generals/Code/GameEngine/Source/GameClient/System/ParticleSys.cpp b/Generals/Code/GameEngine/Source/GameClient/System/ParticleSys.cpp index a408bcec665..586710c3f8b 100644 --- a/Generals/Code/GameEngine/Source/GameClient/System/ParticleSys.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/System/ParticleSys.cpp @@ -619,7 +619,7 @@ void Particle::doWindMotion( void ) windForceStrength *= (1.0f - ((distFromWind - fullForceDistance) / (noForceDistance - fullForceDistance))); - // integate the wind motion into the position + // integrate the wind motion into the position m_pos.x += (Cos( windAngle ) * windForceStrength); m_pos.y += (Sin( windAngle ) * windForceStrength); diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp index 0780246f59e..060ffaea0fe 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp @@ -198,7 +198,7 @@ StateReturnType AIDockApproachState::onEnter( void ) if (ai) { ai->ignoreObstacle( nullptr ); } - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::onEnter(); } @@ -211,7 +211,7 @@ StateReturnType AIDockApproachState::update( void ) if (goalObject == nullptr) return STATE_FAILURE; - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::update(); } @@ -234,7 +234,7 @@ void AIDockApproachState::onExit( StateExitType status ) dock->onApproachReached( getMachineOwner() ); } - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo AIInternalMoveToState::onExit( status ); } @@ -354,7 +354,7 @@ StateReturnType AIDockAdvancePositionState::onEnter( void ) if (ai) { ai->ignoreObstacle( nullptr ); } - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::onEnter(); } @@ -367,7 +367,7 @@ StateReturnType AIDockAdvancePositionState::update( void ) if (goalObject == nullptr) return STATE_FAILURE; - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::update(); } @@ -390,7 +390,7 @@ void AIDockAdvancePositionState::onExit( StateExitType status ) dock->onApproachReached( getMachineOwner() ); } - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo AIInternalMoveToState::onExit( status ); } @@ -432,7 +432,7 @@ StateReturnType AIDockMoveToEntryState::onEnter( void ) ( (AIDockMachine*)getMachine() )->m_approachPosition = -1; - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::onEnter(); } @@ -443,7 +443,7 @@ StateReturnType AIDockMoveToEntryState::update( void ) if (getMachineGoalObject() == nullptr) return STATE_FAILURE; - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::update(); } @@ -470,7 +470,7 @@ void AIDockMoveToEntryState::onExit( StateExitType status ) } } - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo AIInternalMoveToState::onExit( status ); } @@ -514,7 +514,7 @@ StateReturnType AIDockMoveToDockState::onEnter( void ) // since we are moving inside the dock, disallow interruptions getMachine()->lock("AIDockMoveToDockState::onEnter"); - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::onEnter(); } @@ -531,7 +531,7 @@ StateReturnType AIDockMoveToDockState::update( void ) if( dock->isDockOpen() == FALSE ) return STATE_FAILURE; - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::update(); } @@ -559,7 +559,7 @@ void AIDockMoveToDockState::onExit( StateExitType status ) // unlock the machine getMachine()->unlock(); - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo AIInternalMoveToState::onExit( status ); } @@ -727,7 +727,7 @@ StateReturnType AIDockMoveToExitState::onEnter( void ) setAdjustsDestination(false); } - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::onEnter(); } @@ -738,7 +738,7 @@ StateReturnType AIDockMoveToExitState::update( void ) if (getMachineGoalObject() == nullptr) return STATE_FAILURE; - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::update(); } @@ -758,7 +758,7 @@ void AIDockMoveToExitState::onExit( StateExitType status ) // unlock the machine getMachine()->unlock(); - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo AIInternalMoveToState::onExit( status ); } @@ -794,7 +794,7 @@ StateReturnType AIDockMoveToRallyState::onEnter( void ) // get the rally point and set as our goal position m_goalPosition = *goalObject->getObjectExitInterface()->getRallyPoint(); - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::onEnter(); } @@ -803,7 +803,7 @@ StateReturnType AIDockMoveToRallyState::update( void ) { // This state is fine with the loss of the goal object after the move starts - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo return AIInternalMoveToState::update(); } @@ -812,7 +812,7 @@ void AIDockMoveToRallyState::onExit( StateExitType status ) { // This state is fine with the loss of the goal object after the move starts - // this behavior is an extention of basic MoveTo + // this behavior is an extension of basic MoveTo AIInternalMoveToState::onExit( status ); } diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp index 7b668290a3f..dce923f01ea 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIGroup.cpp @@ -831,7 +831,7 @@ Bool AIGroup::friend_moveInfantryToPos( const Coord3D *pos, CommandSourceType cm Object *theUnit; if (useEndVector) { - // resort unsing the end vector. + // resort using the end vector. startVector = endVector; startVectorNormal = endVectorNormal; for (theUnit = iter->first(); theUnit; theUnit = iter->next()) iter2->insert(theUnit); @@ -1299,7 +1299,7 @@ Bool AIGroup::friend_moveVehicleToPos( const Coord3D *pos, CommandSourceType cmd Object *theUnit; if (useEndVector) { - // resort unsing the end vector. + // resort using the end vector. startVector = endVector; startVectorNormal = endVectorNormal; for (theUnit = iter->first(); theUnit; theUnit = iter->next()) iter2->insert(theUnit); diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index 2ff42727360..6c9fddf5fd4 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -717,7 +717,7 @@ inline Bool isReallyClose(const Coord3D& a, const Coord3D& b) * If 'allowBacktrack' is true, the entire path is considered. * If it is false, the point computed cannot be prior to previously returned non-backtracking points on this path. * Because the path "knows" the direction of travel, it will "lead" the given position a bit - * to ensure the path is followed in the inteded direction. + * to ensure the path is followed in the intended direction. * * Note: The path cleanup does not take into account rolling terrain, so we can end up with * these situations: @@ -1669,7 +1669,7 @@ PathfindCell *PathfindCell::putOnSortedOpenList( PathfindCell *list ) // insertion sort PathfindCell *c, *lastCell = nullptr; #if RETAIL_COMPATIBLE_PATHFINDING - // TheSuperHackers @bugfix In the retail compatible pathfinding, on rare ocassions, we get stuck in an infinite loop + // TheSuperHackers @bugfix In the retail compatible pathfinding, on rare occasions, we get stuck in an infinite loop // External code should pickup on the bad behaviour and cleanup properly, but we need to explicitly break out here // The fixed pathfinding does not have this issue due to the proper cleanup of pathfindCells and their pathfindCellInfos UnsignedInt cellCount = 0; diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp index d71c274d255..f431b38e15b 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp @@ -1964,7 +1964,7 @@ void AIPlayer::repairStructure(ObjectID structure) Object *structureObj = TheGameLogic->findObjectByID(structure); if (structureObj==nullptr) return; if (structureObj->getBodyModule()==nullptr) return; - // If the structure is not noticably damaged, don't bother. + // If the structure is not noticeably damaged, don't bother. BodyDamageType structureState = structureObj->getBodyModule()->getDamageState(); if (structureState==BODY_PRISTINE) { return; diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp index 9d015540af3..53513de2ed4 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp @@ -2716,7 +2716,7 @@ void AIAttackApproachTargetState::onExit( StateExitType status ) ai->ignoreObstacle(nullptr); // Per JohnA, this state should not be calling ai->destroyPath, because we can have spastic users - // that click the target repeadedly. This will prevent the unit from stuttering for said spastic + // that click the target repeatedly. This will prevent the unit from stuttering for said spastic // users. // ai->destroyPath(); // urg. hacky. if we are a projectile, reset precise z-pos. @@ -6255,7 +6255,7 @@ StateReturnType AIExitState::update() DEBUG_ASSERTCRASH(obj, ("obj must not be null here")); //GS. The goal of unified ExitInterfaces dies a horrible death. I can't ask Object for the exit, - // as removeFromContain is only in the Contain type. I'm spliting the names in shame. + // as removeFromContain is only in the Contain type. I'm splitting the names in shame. ExitInterface* goalExitInterface = goal->getContain() ? goal->getContain()->getContainExitInterface() : nullptr; if( goalExitInterface == nullptr ) return STATE_FAILURE; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Map/TerrainLogic.cpp b/Generals/Code/GameEngine/Source/GameLogic/Map/TerrainLogic.cpp index 344c5e398b0..706e2c84774 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Map/TerrainLogic.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Map/TerrainLogic.cpp @@ -1096,7 +1096,7 @@ void TerrainLogic::update( void ) // // because some water implementation store the height as integers, some changes // are too small to keep track of in the actual water data structures so we have to - // keep track of it outselves + // keep track of it ourselves // currentHeight += changePerFrame; m_waterToUpdate[ i ].currentHeight = currentHeight; @@ -2633,7 +2633,7 @@ void TerrainLogic::setActiveBoundary(Int newActiveBoundary) } // ------------------------------------------------------------------------------------------------ -/** Flatten the terrain beneath a struture. */ +/** Flatten the terrain beneath a structure. */ // ------------------------------------------------------------------------------------------------ void TerrainLogic::flattenTerrain(Object *obj) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BehaviorModule.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BehaviorModule.cpp index 4a6e980ea5f..569baac9d69 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BehaviorModule.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BehaviorModule.cpp @@ -24,7 +24,7 @@ // FILE: BehaviorModule.cpp /////////////////////////////////////////////////////////////////////// // Author: Colin Day, September 2002 -// Desc: Implementaion for anything in the base BehaviorModule +// Desc: Implementation for anything in the base BehaviorModule /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BridgeBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BridgeBehavior.cpp index d22022daa75..9a54387de92 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BridgeBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BridgeBehavior.cpp @@ -917,7 +917,7 @@ void BridgeBehavior::handleObjectsOnBridgeOnDie( void ) for( other = iter->first(); other; other = iter->next() ) { - // ingnore some kind of objects + // ignore some kind of objects if( other->isKindOf( KINDOF_BRIDGE ) || other->isKindOf( KINDOF_BRIDGE_TOWER ) ) continue; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BridgeScaffoldBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BridgeScaffoldBehavior.cpp index 6cb56636400..ec29674e912 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BridgeScaffoldBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/BridgeScaffoldBehavior.cpp @@ -231,7 +231,7 @@ UpdateSleepTime BridgeScaffoldBehavior::update( void ) // // will this new position push us beyond our target destination, we will take the vector // from the new position to the destination and the vector from our current present position - // tot he destination and dot them togehter ... if the result is < 0 then we have will + // tot he destination and dot them together ... if the result is < 0 then we have will // overshoot the distance if we use the new position // Coord3D tooFarVector; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/ParkingPlaceBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/ParkingPlaceBehavior.cpp index 501a6259870..ef0a7c08881 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/ParkingPlaceBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/ParkingPlaceBehavior.cpp @@ -948,7 +948,7 @@ void ParkingPlaceBehavior::xfer( Xfer *xfer ) } - // runways cound and info + // runways could and info UnsignedByte runwaysCount = m_runways.size(); xfer->xferUnsignedByte( &runwaysCount ); if( xfer->getXferMode() == XFER_SAVE ) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp index feb5ad8e5a8..ac3b9e70aa9 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp @@ -312,11 +312,11 @@ void PrisonBehavior::addVisual( Object *obj ) else draw->setIndicatorColor( obj->getIndicatorColor() ); - // pick a location insid the prison yard + // pick a location inside the prison yard Coord3D pos; pickVisualLocation( &pos ); - // place drawable withing the prison yard area + // place drawable within the prison yard area draw->setPosition( &pos ); draw->setOrientation( GameLogicRandomValueReal( 0, TWO_PI ) ); DrawableInfo *drawInfo=draw->getDrawableInfo(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/RebuildHoleBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/RebuildHoleBehavior.cpp index 102f6320dd1..5b6465ece24 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/RebuildHoleBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/RebuildHoleBehavior.cpp @@ -294,7 +294,7 @@ UpdateSleepTime RebuildHoleBehavior::update( void ) } - // holes get auto-healed when they're sittin around + // holes get auto-healed when they're sitting around BodyModuleInterface *body = hole->getBodyModule(); if( body->getHealth() < body->getMaxHealth() ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/SlowDeathBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/SlowDeathBehavior.cpp index d60190bd614..8b696119fcb 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/SlowDeathBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/SlowDeathBehavior.cpp @@ -384,7 +384,7 @@ UpdateSleepTime SlowDeathBehavior::update() Real timeScale = TheGameLODManager->getSlowDeathScale(); - // Check if we have normal time scale but LODManager is requeseting acceleration + // Check if we have normal time scale but LODManager is requesting acceleration if (timeScale != 1.0f && m_acceleratedTimeScale == 1.0f && !d->hasNonLodEffects()) { // speed of deaths has been increased since beginning of death diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Collide/CollideModule.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Collide/CollideModule.cpp index 4e63d980878..1edeeea2044 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Collide/CollideModule.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Collide/CollideModule.cpp @@ -27,7 +27,7 @@ // Desc: Collide module base class implementations /////////////////////////////////////////////////////////////////////////////////////////////////// -// INLCUDES /////////////////////////////////////////////////////////////////////////////////////// +// Includes /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" #include "Common/Xfer.h" #include "GameLogic/Module/CollideModule.h" diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp index 9d5aef9352f..d916cf93876 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp @@ -1494,7 +1494,7 @@ void OpenContain::xfer( Xfer *xfer ) else { - // the containment list should be emtpy at this time + // the containment list should be empty at this time if( m_containList.empty() == FALSE ) { #if 1 @@ -1603,7 +1603,7 @@ void OpenContain::xfer( Xfer *xfer ) else { - // the map should be emtpy now + // the map should be empty now if( m_objectEnterExitInfo.empty() == FALSE ) { @@ -1644,7 +1644,7 @@ void OpenContain::loadPostProcess( void ) // extend base class UpdateModule::loadPostProcess(); - // the containment list should be emtpy at this time + // the containment list should be empty at this time if( m_containList.empty() == FALSE ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp index 80a6a947ffa..326a6c4017f 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp @@ -28,7 +28,7 @@ // All of this redirection stuff makes it so that while I am normally a transport // for Overlord subObjects, once I have a passenger, _I_ become a transport of their type. // So, the answer to this question depends on if it is my passenger asking, or theirs. -// As always, I can't use convience functions that get redirected on a ? like this. +// As always, I can't use convenience functions that get redirected on a ? like this. /////////////////////////////////////////////////////////////////////////////////////////////////// @@ -379,7 +379,7 @@ Bool OverlordContain::isEnclosingContainerFor( const Object *obj ) const // All of this redirection stuff makes it so that while I am normally a transport // for Overlord subObjects, once I have a passenger, _I_ become a transport of their type. // So, the answer to this question depends on if it is my passenger asking, or theirs. - // As always, I can't use convience functions that get redirected on a ? like this. + // As always, I can't use convenience functions that get redirected on a ? like this. if( m_containListSize > 0 && obj == m_containList.front() ) return FALSE; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Damage/TransitionDamageFX.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Damage/TransitionDamageFX.cpp index 423b3102222..84d6223e7d4 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Damage/TransitionDamageFX.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Damage/TransitionDamageFX.cpp @@ -393,13 +393,13 @@ void TransitionDamageFX::onBodyDamageStateChange( const DamageInfo* damageInfo, if( pSystem ) { - // get the what is the position we're going to playe the effect at + // get the what is the position we're going to played the effect at pos = getLocalEffectPos( &modData->m_particleSystem[ newState ][ i ].locInfo, draw ); // // set position on system given any bone position provided, the bone position is // local to the object and that's what we want for the particle system ... the - // transormation into world space using the object position is taken care of in + // transformation into world space using the object position is taken care of in // the particle system attachToObject method // pSystem->setPosition( &pos ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp index 5eec27cfa81..e60ac0ae8f5 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -1930,7 +1930,7 @@ void Object::setDisabledUntil( DisabledType type, UnsignedInt frame ) if( m_disabledTillFrame[ type ] != frame ) { // an edge-test for disabledness, for type. This INCREMENTS m_pauseCount - // srj sez: HELD nevers disables special powers. + // srj sez: HELD never disables special powers. if ( type != DISABLED_HELD && !isDisabledByType( type ) ) pauseAllSpecialPowers( TRUE ); @@ -2047,7 +2047,7 @@ Bool Object::clearDisabled( DisabledType type ) // an edge-test for disabledness, for type. This DECREMENTS m_pauseCount - // srj sez: HELD nevers disables special powers. + // srj sez: HELD never disables special powers. if ( type != DISABLED_HELD && isDisabledByType( type ) ) pauseAllSpecialPowers( FALSE ); @@ -3408,7 +3408,7 @@ void Object::onDisabledEdge(Bool becomingDisabled) } //------------------------------------------------------------------------------------------------- -/** Object CRC implemtation */ +/** Object CRC implementation */ //------------------------------------------------------------------------------------------------- void Object::crc( Xfer *xfer ) { @@ -3524,7 +3524,7 @@ void Object::crc( Xfer *xfer ) } //------------------------------------------------------------------------------------------------- -/** Object xfer implemtation +/** Object xfer implementation * Version Info: * 1: Initial version * 2: Xfers m_singleUseCommandUsed... determines if the single use command button has been used or not. @@ -4097,7 +4097,7 @@ void Object::onDie( DamageInfo *damageInfo ) if( m_radarData ) TheRadar->removeObject( this ); - // Just in case I have been sporting one of thise fancy Terrain Decals, + // Just in case I have been sporting one of these fancy Terrain Decals, //I naturally lose it now, because I'm dead. Drawable *draw = getDrawable(); if (draw) draw->setTerrainDecalFadeTarget(0.0f, -0.03f);//fade... @@ -5053,7 +5053,7 @@ ProductionUpdateInterface* Object::getProductionUpdateInterface( void ) { ProductionUpdateInterface *pui; - // tell our update modules that we intend to do this special power. + // tell our update modules that we intended to do this special power. for( BehaviorModule** u = m_behaviors; *u; ++u ) { @@ -5403,7 +5403,7 @@ void Object::defect( Team* newTeam, UnsignedInt detectionTime ) ai->aiIdle( CMD_FROM_AI ); } - // Play our sound indicating we've been defected. (weird verbage, but true.) + // Play our sound indicating we've been defected. (weird verbiage, but true.) AudioEventRTS voiceDefect = *getTemplate()->getVoiceDefect(); voiceDefect.setObjectID(getID()); TheAudio->addAudioEvent(&voiceDefect); @@ -5438,7 +5438,7 @@ void Object::defect( Team* newTeam, UnsignedInt detectionTime ) // defect any mines that are owned by this structure, right now. // unfortunately, structures don't keep list of mines they own, so we must do - // this the hard way :-( [fortunately, this doens't happen very often, so this + // this the hard way :-( [fortunately, this does't happen very often, so this // is probably an acceptable, if icky, solution.] (srj) for (Object* mine = TheGameLogic->getFirstObject(); mine; mine = mine->getNextObject()) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp index 57d77b20d77..4a791cae2f5 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/ObjectCreationList.cpp @@ -179,7 +179,7 @@ class AttackNugget : public ObjectCreationNugget } // Star trekkin, across the universe. - // Boldly goin forward now, cause we can't find reverse! + // Boldly going forward now, cause we can't find reverse! // 1:30 left on the clock, Demo looming, should I de-const all of OCL since this one effect needs the // Primary to help make the objects? Should I rewrite superweapons to completely subsume them diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/SpecialPower/SpecialPowerModule.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/SpecialPower/SpecialPowerModule.cpp index 1902010dda7..8f2e2583090 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/SpecialPower/SpecialPowerModule.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/SpecialPower/SpecialPowerModule.cpp @@ -109,7 +109,7 @@ SpecialPowerModule::SpecialPowerModule( Thing *thing, const ModuleData *moduleDa if( !getObject()->getStatusBits().test( OBJECT_STATUS_UNDER_CONSTRUCTION ) ) { //A sharedNSync special only startPowerRecharges when first scienced or when executed, - //Since a new modue with same SPTemplates may construct at any time. + //Since a new module with same SPTemplates may construct at any time. if ( getSpecialPowerTemplate()->isSharedNSync() == FALSE ) startPowerRecharge(); } @@ -248,7 +248,7 @@ AsciiString SpecialPowerModule::getPowerName( void ) const } //------------------------------------------------------------------------------------------------- -/** Is this module designed for the power identier template passed in? */ +/** Is this module designed for the power identifier template passed in? */ //------------------------------------------------------------------------------------------------- Bool SpecialPowerModule::isModuleForPower( const SpecialPowerTemplate *specialPowerTemplate ) const { @@ -391,7 +391,7 @@ void SpecialPowerModule::startPowerRecharge() Bool SpecialPowerModule::initiateIntentToDoSpecialPower( const Object *targetObj, const Coord3D *targetPos, const Waypoint *way, UnsignedInt commandOptions ) { Bool valid = false; - // tell our update modules that we intend to do this special power. + // tell our update modules that we intended to do this special power. for( BehaviorModule** u = getObject()->getBehaviorModules(); *u; ++u ) { SpecialPowerUpdateInterface* spu = (*u)->getSpecialPowerUpdateInterface(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp index 43b53be1bc4..e170239d8e8 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp @@ -1094,7 +1094,7 @@ UpdateSleepTime AIUpdateInterface::update( void ) // must do death check outside of the state machine update, to avoid corruption if (isAiInDeadState() && !(getStateMachine()->getCurrentStateID() == AI_DEAD) ) { - /// @todo Yikes! If we are not interruptable, and we die, what do we do? (MSB) + /// @todo Yikes! If we are not interruptible, and we die, what do we do? (MSB) getStateMachine()->clear(); getStateMachine()->setState( AI_DEAD ); getStateMachine()->lock("AIUpdateInterface::update"); @@ -1381,7 +1381,7 @@ Bool AIUpdateInterface::blockedBy(Object *other) //------------------------------------------------------------------------------------------------- Bool AIUpdateInterface::needToRotate(void) -/* Returns TRUE if we need to rotate to point in our path's direcion.*/ +/* Returns TRUE if we need to rotate to point in our path's direction.*/ { if (isWaitingForPath()) return TRUE; // new path will probably require rotation. @@ -3394,7 +3394,7 @@ void AIUpdateInterface::privateAttackPosition( const Coord3D *pos, Int maxShotsT // if it's a contact weapon, we must be able to path to the target pos. if not, find a spot close by. // this fixes an obscure bug with mine-clearing: if you tell someone to clear mines and put the centerpoint // inside a building, the dozer/worker will just go thru the building to that spot. ick. so if you find that - // this clause (below) is problematic, you'll probbaly have to find another way to fix this mine-clearing bug. (srj) + // this clause (below) is problematic, you'll probably have to find another way to fix this mine-clearing bug. (srj) if (weapon && weapon->isContactWeapon() && !isPathAvailable(&localPos)) { FindPositionOptions fpOptions; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/AssaultTransportAIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/AssaultTransportAIUpdate.cpp index 6d703fcb3bf..11521f80d1b 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/AssaultTransportAIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/AssaultTransportAIUpdate.cpp @@ -231,7 +231,7 @@ UpdateSleepTime AssaultTransportAIUpdate::update( void ) passenger->getAI()->setAllowedToChase( TRUE ); } - //Check if the passenger is wounded below threshhold (if so make sure we heal him before ordering him to fight!) + //Check if the passenger is wounded below threshold (if so make sure we heal him before ordering him to fight!) if( isMemberWounded( passenger ) ) { m_memberHealing[ m_currentMembers ] = TRUE; @@ -334,7 +334,7 @@ UpdateSleepTime AssaultTransportAIUpdate::update( void ) { m_framesRemaining = 45; - //Get centriod pos now that we know the number of fighting members. + //Get centroid pos now that we know the number of fighting members. Real scale = 1.0f / (Real)fightingMembers; fighterCentroidPos.scale( scale ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/DozerAIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/DozerAIUpdate.cpp index f422f22de08..6bbb14b8180 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/DozerAIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/DozerAIUpdate.cpp @@ -582,7 +582,7 @@ StateReturnType DozerActionDoActionState::update( void ) if( player ) { - // notification for build completeion + // notification for build completion player->onStructureConstructionComplete( dozer, goalObject, dozerAI->getIsRebuild() ); // @@ -605,7 +605,7 @@ StateReturnType DozerActionDoActionState::update( void ) // this object how has influence in the controlling players' tech tree /// @todo need to write this - // do some UI stuff for the constrolling player + // do some UI stuff for the controlling player if( dozer->isLocallyViewed() ) { @@ -1068,7 +1068,7 @@ StateReturnType DozerPrimaryIdleState::update( void ) // // These are to add into the IngameUI idle worker button thingy // we don't want to add in if we're already in the list or if - // we're "Effectivly dead" + // we're "Effectively dead" // if( ai->isIdle() && !m_isMarkedAsIdle && !dozer->isEffectivelyDead()) { @@ -2019,7 +2019,7 @@ void DozerAIUpdate::newTask( DozerTask task, Object *target ) m_task[ task ].m_targetObjectID = target->getID(); m_task[ task ].m_taskOrderFrame = TheGameLogic->getFrame(); - // reset the dozer behavior so that it can re-evluate which task to continue working on + // reset the dozer behavior so that it can re-evaluate which task to continue working on m_dozerMachine->resetToDefaultState(); } diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/POWTruckAIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/POWTruckAIUpdate.cpp index 9a4a382d8ef..3f7cf8de057 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/POWTruckAIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/POWTruckAIUpdate.cpp @@ -593,7 +593,7 @@ void POWTruckAIUpdate::doReturnPrisoners( void ) } // ------------------------------------------------------------------------------------------------ -/** Initate a return of our empty truck back near the closest prison */ +/** Initiate a return of our empty truck back near the closest prison */ // ------------------------------------------------------------------------------------------------ void POWTruckAIUpdate::doReturnToPrison( Object *prison ) { @@ -704,7 +704,7 @@ Object *POWTruckAIUpdate::findBestTarget( void ) } // ------------------------------------------------------------------------------------------------ -/** We are chosing to pass a structure through the iterate function to unload the +/** We are choosing to pass a structure through the iterate function to unload the * prisoners because it's more flexible in that, perhaps someday in the future, we * could fail to add an object to the prison (maybe it's full or something), and in * that case it's better to manually do actions each time a successful diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp index 48c43912c05..c296452763d 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp @@ -397,7 +397,7 @@ void RailroadBehavior::onCollide( Object *other, const Coord3D *loc, const Coord delta.scale(dot); - // This is a special check so that it wont hurl infantry clear across the map! + // This is a special check so that it won't hurl infantry clear across the map! if( ! ( victimIsInfantry && theirPhys->getVelocityMagnitude() > 5.0f ) ) theirPhys->addVelocityTo( &delta ); @@ -567,7 +567,7 @@ void RailroadBehavior::loadTrackData( void ) Real distFromTo = 0.0f; - //Let's start buliding our own track data from the waypoint data we find + //Let's start building our own track data from the waypoint data we find TrackPointList* track = m_track->getWritablePointList(); TrackPoint trackPoint; // local workspace @@ -754,7 +754,7 @@ UpdateSleepTime RailroadBehavior::update( void ) conductorPullInfo.trackDistance, m_track->m_length); - //let the conductor pull "me" while reseting my info, then... + //let the conductor pull "me" while resetting my info, then... updatePositionTrackDistance( &conductorPullInfo, &m_pullInfo); @@ -1521,10 +1521,10 @@ void RailroadBehavior::xfer( Xfer *xfer ) //Bool m_isLocomotive; ///< Am I a locomotive, xfer->xferBool( &m_isLocomotive ); - //Bool m_isLeadCarriage; ///< Am the carraige in front, + //Bool m_isLeadCarriage; ///< Am the carriage in front, xfer->xferBool( &m_isLeadCarriage ); - //Int m_wantsToBeLeadCarriage; ///< Am the carraige in front, + //Int m_wantsToBeLeadCarriage; ///< Am the carriage in front, xfer->xferInt( &m_wantsToBeLeadCarriage ); //Bool m_disembark; ///< If I wait at a station, I should also evacuate everybody when I get theres diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp index bd67b782cd2..fcd3794e9e5 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/WorkerAIUpdate.cpp @@ -658,7 +658,7 @@ void WorkerAIUpdate::newTask( DozerTask task, Object* target ) m_task[ task ].m_targetObjectID = target->getID(); m_task[ task ].m_taskOrderFrame = TheGameLogic->getFrame(); - // reset the dozer behavior so that it can re-evluate which task to continue working on + // reset the dozer behavior so that it can re-evaluate which task to continue working on m_dozerMachine->resetToDefaultState(); // reset the workermachine, if we've been acting like a supply truck diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AssistedTargetingUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AssistedTargetingUpdate.cpp index 8a58326da9b..66099b3e828 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AssistedTargetingUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/AssistedTargetingUpdate.cpp @@ -78,7 +78,7 @@ AssistedTargetingUpdate::~AssistedTargetingUpdate( void ) //------------------------------------------------------------------------------------------------- Bool AssistedTargetingUpdate::isFreeToAssist() const { - // The reload times of my two weapons are tied together, so Ready is indicitive of either. + // The reload times of my two weapons are tied together, so Ready is indicative of either. const Object *me = getObject(); if( !me->isAbleToAttack() ) return FALSE;// This will cover under construction among other things diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp index 185b5ac44af..95e37e571c5 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp @@ -135,7 +135,7 @@ static void parseFXLocInfo( INI *ini, void *instance, BoneLocInfo *locInfo ) } //------------------------------------------------------------------------------------------------- -/** Parse a random delay. This is a number pair, where the numbers are a min and max time in miliseconds. */ +/** Parse a random delay. This is a number pair, where the numbers are a min and max time in milliseconds. */ //------------------------------------------------------------------------------------------------- static void parseGameClientRandomDelay( INI *ini, void *instance, GameClientRandomVariable *delay) { @@ -593,7 +593,7 @@ void BoneFXUpdate::xfer( Xfer *xfer ) else { - // the list should be emtpy right now + // the list should be empty right now if( m_particleSystemIDs.empty() == FALSE ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp index f8023f3b678..ff754eff4e6 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp @@ -78,7 +78,7 @@ static void saturateRGB(RGBColor& color, Real factor) EMPUpdate::EMPUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ) { - //s_lastInstanceSpunPositive = !s_lastInstanceSpunPositive; //TOGGLES STATIC BOOL + //s_lastInstanceSpunPositive = !s_lastInstanceSpunPositive; //Toggles STATIC BOOL const EMPUpdateModuleData *data = getEMPUpdateModuleData(); if ( data ) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/HijackerUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/HijackerUpdate.cpp index d11987be535..5157d6d6922 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/HijackerUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/HijackerUpdate.cpp @@ -26,7 +26,7 @@ // // FILE: HijackerUpdate.cpp // Author: Mark Lorenzen, July 2002 -// Desc: Allows hijacker to kepp with his hijacked vehicle (though hidden) until it dies, then +// Desc: Allows hijacker to keep with his hijacked vehicle (though hidden) until it dies, then // to become a hijacker once more // ///////////////////////////////////////////////////////////////////////////////////////////////// @@ -234,7 +234,7 @@ void HijackerUpdate::xfer( Xfer *xfer ) // eject pos xfer->xferCoord3D( &m_ejectPos ); - // udpate + // update xfer->xferBool( &m_update ); // is in vehicle diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp index 139f0b992ba..1e4966505ec 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp @@ -1071,7 +1071,7 @@ void PhysicsBehavior::onCollide( Object *other, const Coord3D *loc, const Coord3 return; } - // ignore collisions with our "ignore" thingie, if any (and vice versa) + // ignore collisions with our "ignore" thingy, if any (and vice versa) AIUpdateInterface* ai = obj->getAIUpdateInterface(); if (ai != nullptr && ai->getIgnoredObstacleID() == other->getID()) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PowerPlantUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PowerPlantUpdate.cpp index 7bba76701f5..291ba7a4b67 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PowerPlantUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PowerPlantUpdate.cpp @@ -107,7 +107,7 @@ void PowerPlantUpdate::extendRods( Bool extend ) //------------------------------------------------------------------------------------------------- UpdateSleepTime PowerPlantUpdate::update( void ) { - // remove the extending condition and set the extened condition + // remove the extending condition and set the extended condition Drawable *draw = getObject()->getDrawable(); if( draw ) draw->clearAndSetModelConditionState( MODELCONDITION_POWER_PLANT_UPGRADING, diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp index 131ca05f773..bb338ab0155 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp @@ -374,7 +374,7 @@ void ProductionUpdate::cancelUpgrade( const UpgradeTemplate *upgrade ) } //------------------------------------------------------------------------------------------------- -/** Queue the prodcution of a unit. Returns TRUE if unit was added to queue, FALSE if it +/** Queue the production of a unit. Returns TRUE if unit was added to queue, FALSE if it * was not */ //------------------------------------------------------------------------------------------------- Bool ProductionUpdate::queueCreateUnit( const ThingTemplate *unitType, ProductionID productionID ) @@ -909,7 +909,7 @@ UpdateSleepTime ProductionUpdate::update( void ) msg.format( format.str(), upgradeName.str() ); TheInGameUI->message( msg ); - // upgrades are a more rare event, play a nifty radar event thingie + // upgrades are a more rare event, play a nifty radar event thingy TheRadar->createEvent( us->getPosition(), RADAR_EVENT_UPGRADE ); //Play the sound for the upgrade, because we just built it! @@ -1039,7 +1039,7 @@ void ProductionUpdate::removeFromProductionQueue( ProductionEntry *production ) else m_productionQueue = production->m_next; - // detach next pointer, keep tail poitner to the whole queue in tact + // detach next pointer, keep tail pointer to the whole queue in tact if( production->m_next ) production->m_next->m_prev = production->m_prev; else @@ -1276,7 +1276,7 @@ void ProductionUpdate::xfer( Xfer *xfer ) { AsciiString name; - // the queue should be emtpy now + // the queue should be empty now if( m_productionQueue != nullptr ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/RadarUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/RadarUpdate.cpp index 3d53816e638..30ba07533c6 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/RadarUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/RadarUpdate.cpp @@ -110,7 +110,7 @@ UpdateSleepTime RadarUpdate::update( void ) m_extendComplete = TRUE; m_extendDoneFrame = 0; // just to be clean - // remove the extending condition and set the extened condition + // remove the extending condition and set the extended condition Drawable *draw = getObject()->getDrawable(); if( draw ) draw->clearAndSetModelConditionState( MODELCONDITION_RADAR_EXTENDING, diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/SpecialAbilityUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/SpecialAbilityUpdate.cpp index 904df0b1937..973b4eafe56 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/SpecialAbilityUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/SpecialAbilityUpdate.cpp @@ -711,7 +711,7 @@ Bool SpecialAbilityUpdate::isWithinStartAbilityRange() const const SpecialAbilityUpdateModuleData* data = getSpecialAbilityUpdateModuleData(); const Object *self = getObject(); - //Quickly convert very short range approachs to "contact" class requiring collision before + //Quickly convert very short range approaches to "contact" class requiring collision before //stopping. Real range = data->m_startAbilityRange; const Real UNDERSIZE = PATHFIND_CELL_SIZE_F * 0.25f; @@ -792,7 +792,7 @@ Bool SpecialAbilityUpdate::isWithinAbilityAbortRange() const const SpecialAbilityUpdateModuleData* data = getSpecialAbilityUpdateModuleData(); const Object *self = getObject(); - //Quickly convert very short range approachs to "contact" class requiring collision before + //Quickly convert very short range approaches to "contact" class requiring collision before //stopping. Real range = data->m_startAbilityRange; const Real UNDERSIZE = PATHFIND_CELL_SIZE_F * 0.25f; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/WaveGuideUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/WaveGuideUpdate.cpp index 42a38015d0e..e6c8da540b3 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/WaveGuideUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/WaveGuideUpdate.cpp @@ -542,7 +542,7 @@ void WaveGuideUpdate::doShoreEffects( void ) } // ------------------------------------------------------------------------------------------------ -/** Do damage to things that have fallen victim in the path of this enourmous wave */ +/** Do damage to things that have fallen victim in the path of this enormous wave */ // ------------------------------------------------------------------------------------------------ void WaveGuideUpdate::doDamage( void ) { @@ -801,7 +801,7 @@ UpdateSleepTime WaveGuideUpdate::update( void ) } - // every half second we try to play a random spash sound + // every half second we try to play a random splash sound if( TheGameLogic->getFrame() - m_splashSoundFrame > LOGICFRAMES_PER_SECOND / 2.0f ) { @@ -834,7 +834,7 @@ UpdateSleepTime WaveGuideUpdate::update( void ) static const ParticleSystemTemplate *waveSplash = TheParticleSystemManager->findTemplate( "WaveSplash01" ); ParticleSystem *particleSys; - // create spash effect + // create splash effect particleSys = TheParticleSystemManager->createParticleSystem( waveSplash ); if( particleSys ) particleSys->setLocalTransform( waveGuide->getTransformMatrix() ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp index 10af5ac22b3..24572cf49d6 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Weapon.cpp @@ -1577,7 +1577,7 @@ void WeaponStore::resetWeaponTemplates( void ) //------------------------------------------------------------------------------------------------- void WeaponStore::reset() { - // clean up any overriddes. + // clean up any overrides. for (size_t i = 0; i < m_weaponTemplateVector.size(); ++i) { WeaponTemplate *wt = m_weaponTemplateVector[i]; @@ -2379,7 +2379,7 @@ Bool Weapon::privateFireWeapon( setLeechRangeActive( TRUE ); } - //Special case damge type overrides requiring special handling. + //Special case damage type overrides requiring special handling. switch( m_template->getDamageType() ) { case DAMAGE_DEPLOY: @@ -3238,7 +3238,7 @@ void Weapon::xfer( Xfer *xfer ) // when can fire again xfer->xferUnsignedInt( &m_whenWeCanFireAgain ); - // wehn pre attack finished + // when pre attack finished xfer->xferUnsignedInt( &m_whenPreAttackFinished ); // when last reload started diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp index b2dc0fcbad9..b0c4256991d 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp @@ -581,7 +581,7 @@ CanAttackResult WeaponSet::getAbleToAttackSpecificObject( AbleToAttackType attac //care about relationships (and fixes broken scripts). if( commandSource == CMD_FROM_PLAYER && (!victim->testScriptStatusBit( OBJECT_STATUS_SCRIPT_TARGETABLE ) || r == ALLIES) ) { - //Unless the object has a map propertly that sets it to be targetable (and not allied), then give up. + //Unless the object has a map properly that sets it to be targetable (and not allied), then give up. return ATTACKRESULT_NOT_POSSIBLE; } } @@ -1013,7 +1013,7 @@ Bool WeaponSet::setWeaponLock( WeaponSlotType weaponSlot, WeaponLockType lockTyp return false; } - // Verify the asked for weapon exists , choose it, and then lock it as choosen until unlocked + // Verify the asked for weapon exists , choose it, and then lock it as chosen until unlocked // the old code was just plain wrong. (look at it in perforce and you'll see...) if (m_weapons[weaponSlot] != nullptr) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp index 3946161b6f6..26481ef2ea3 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptActions.cpp @@ -537,7 +537,7 @@ void ScriptActions::doCreateReinforcements(const AsciiString& team, const AsciiS dp = (DeliverPayloadAIUpdate*)transport->findUpdateModule(key_DeliverPayloadAIUpdate); } - //Our tranport has a deliverPayload update module. This means it'll do airborned drops. + //Our transport has a deliverPayload update module. This means it'll do airborned drops. const ThingTemplate* putInContainerTemplate = nullptr; if( dp ) diff --git a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp index 815a9574ead..965a8791ff5 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp @@ -6238,7 +6238,7 @@ void ScriptEngine::executeScript( Script *pScript ) case DIFFICULTY_NORMAL : if (!pScript->isNormal()) return; break; case DIFFICULTY_HARD : if (!pScript->isHard()) return; break; } - // If we are doing peridic evaluation, check the frame. + // If we are doing periodic evaluation, check the frame. if (TheGameLogic->getFrame()getFrameToEvaluate()) { return; } @@ -6985,7 +6985,7 @@ const ConditionTemplate * ScriptEngine::getConditionTemplate( Int ndx ) } //------------------------------------------------------------------------------------------------- -/** Fills the named object cache initally. */ +/** Fills the named object cache initially. */ //------------------------------------------------------------------------------------------------- void ScriptEngine::createNamedCache( void ) { @@ -7218,7 +7218,7 @@ void ScriptEngine::evaluateAndProgressAllSequentialScripts( void ) if (((ai && (ai->isIdle()) || (aigroup && aigroup->isIdle())) && seqScript->m_framesToWait < 1) || (seqScript->m_framesToWait == 0)) { - // We want to supress messages if we're repeatedly waiting for an event to occur, cause + // We want to suppress messages if we're repeatedly waiting for an event to occur, cause // it KILLS our debug framerate. Bool displayMessage = TRUE; @@ -8260,7 +8260,7 @@ void ScriptEngine::xfer( Xfer *xfer ) if( xfer->getXferMode() == XFER_SAVE ) { - // iterate elemnts + // iterate elements VecNamedRequestsIt it; for( it = m_namedObjects.begin(); it != m_namedObjects.end(); ++it ) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 0a37834a4ed..eee51a6d8f4 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -1034,7 +1034,7 @@ void GameLogic::startNewGame( Bool saveGame ) m_rankLevelLimit = 1000; // this is reset every game. // - // only reset the next object ID allocater counter when we're not loading a save game. + // only reset the next object ID allocator counter when we're not loading a save game. // for save games, we read this value out of the save game file and it is important // that we preserve it as we load and execute the game // diff --git a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp index 3f408d500d9..ef4e62d534e 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp @@ -1673,7 +1673,7 @@ void GameLogic::logicMessageDispatcher( GameMessage *msg, void *userData ) aSound.setPosition(&pos); TheAudio->addAudioEvent(&aSound); - // beacons are a rare event; play a nifty radar event thingie + // beacons are a rare event; play a nifty radar event thingy TheRadar->createEvent( object->getPosition(), RADAR_EVENT_INFORMATION ); if (ThePlayerList->getLocalPlayer()->getRelationship(thisPlayer->getDefaultTeam()) == ALLIES) From 0c18fda7dc4326298fee7a3b0da69ddc1eb1898e Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Sun, 18 Jan 2026 20:02:58 -0600 Subject: [PATCH 3/7] docs: Fix does't typo to doesn't --- .../Code/GameEngine/Source/Common/System/BuildAssistant.cpp | 2 +- Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index 96e1a6cc7c9..4b6cf61a51d 100644 --- a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -1574,7 +1574,7 @@ void BuildAssistant::sellObject( Object *obj ) // destroy any mines that are owned by this structure, right now. // unfortunately, structures don't keep list of mines they own, so we must do - // this the hard way :-( [fortunately, this does't happen very often, so this + // this the hard way :-( [fortunately, this doesn't happen very often, so this // is probably an acceptable, if icky, solution.] (srj) for (Object* mine = TheGameLogic->getFirstObject(); mine; mine = mine->getNextObject()) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp index e60ac0ae8f5..f5b8ca307c3 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -5438,7 +5438,7 @@ void Object::defect( Team* newTeam, UnsignedInt detectionTime ) // defect any mines that are owned by this structure, right now. // unfortunately, structures don't keep list of mines they own, so we must do - // this the hard way :-( [fortunately, this does't happen very often, so this + // this the hard way :-( [fortunately, this doesn't happen very often, so this // is probably an acceptable, if icky, solution.] (srj) for (Object* mine = TheGameLogic->getFirstObject(); mine; mine = mine->getNextObject()) { From 41155310b66317ef800db7474601ba56a14a7510 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Mon, 19 Jan 2026 15:17:10 -0600 Subject: [PATCH 4/7] nit: comment fixes --- Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp | 2 +- Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp | 2 +- .../Source/GameLogic/Object/Collide/CollideModule.cpp | 2 +- .../GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp b/Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp index bd79ac66f6c..4185e011a0b 100644 --- a/Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp +++ b/Generals/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp @@ -319,7 +319,7 @@ Bool SpecialPowerStore::canUseSpecialPower( Object *obj, const SpecialPowerTempl } - // I THINK THIS IS WHERE WE BAIL OUT IF A DIFFERENT CONYARD IS ALREADY Charging THIS SPECIAL RIGHT NOW //LORENZEN + // I THINK THIS IS WHERE WE BAIL OUT IF A DIFFERENT CONYARD IS ALREADY CHARGING THIS SPECIAL RIGHT NOW //LORENZEN // all is well diff --git a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp index ee3b016b641..478ea5d6778 100644 --- a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -3706,7 +3706,7 @@ void InGameUI::postDraw( void ) { // We don't draw our timers until we are finished with construction. - // It is important that let the SpecialPowerUpdate is add its timer in its constructor,, + // It is important that let the SpecialPowerUpdate is add its timer in its constructor, // since the science for it could be added before construction is finished, // And thus the timer set to READY before the timer is first drawn, here if ( owningObject->testStatus( OBJECT_STATUS_UNDER_CONSTRUCTION )) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Collide/CollideModule.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Collide/CollideModule.cpp index 1edeeea2044..be8bba65e53 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Collide/CollideModule.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Collide/CollideModule.cpp @@ -27,7 +27,7 @@ // Desc: Collide module base class implementations /////////////////////////////////////////////////////////////////////////////////////////////////// -// Includes /////////////////////////////////////////////////////////////////////////////////////// +// INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" #include "Common/Xfer.h" #include "GameLogic/Module/CollideModule.h" diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp index ff754eff4e6..f8023f3b678 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/EMPUpdate.cpp @@ -78,7 +78,7 @@ static void saturateRGB(RGBColor& color, Real factor) EMPUpdate::EMPUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ) { - //s_lastInstanceSpunPositive = !s_lastInstanceSpunPositive; //Toggles STATIC BOOL + //s_lastInstanceSpunPositive = !s_lastInstanceSpunPositive; //TOGGLES STATIC BOOL const EMPUpdateModuleData *data = getEMPUpdateModuleData(); if ( data ) From 25516406977e6c466f7d2dd1b55f4c01ede2f207 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Thu, 22 Jan 2026 15:08:09 -0600 Subject: [PATCH 5/7] refactor: Keep only Generals/Code/GameEngine/Source files in this PR --- Core/GameEngine/Include/Common/AudioEventRTS.h | 2 +- Core/GameEngine/Include/Common/Xfer.h | 2 +- Core/GameEngine/Include/GameNetwork/LANGameInfo.h | 2 +- Core/GameEngine/Source/Common/Audio/GameSounds.cpp | 2 +- Core/GameEngine/Source/Common/System/XferLoad.cpp | 2 +- .../Include/W3DDevice/GameClient/W3DTerrainVisual.h | 2 +- .../Source/W3DDevice/GameClient/HeightMap.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DShaderManager.cpp | 2 +- Generals/Code/GameEngine/Include/Common/StatsCollector.h | 2 +- Generals/Code/GameEngine/Include/GameClient/CommandXlat.h | 2 +- Generals/Code/GameEngine/Include/GameClient/GameWindow.h | 4 ++-- Generals/Code/GameEngine/Include/GameClient/ParticleSys.h | 2 +- Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h | 2 +- .../Include/W3DDevice/GameClient/W3DGameWindow.h | 4 ++-- .../Source/W3DDevice/GameClient/W3DInGameUI.cpp | 2 +- .../Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp | 4 ++-- GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h | 2 +- GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h | 4 ++-- GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h | 2 +- GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp | 2 +- .../Code/GameEngine/Source/Common/System/BuildAssistant.cpp | 2 +- .../GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../GameEngine/Source/GameClient/GUI/GameWindowManager.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/Object/Object.cpp | 4 ++-- .../Source/GameLogic/Object/Update/PhysicsUpdate.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/System/GameLogic.cpp | 6 +++--- 27 files changed, 34 insertions(+), 34 deletions(-) diff --git a/Core/GameEngine/Include/Common/AudioEventRTS.h b/Core/GameEngine/Include/Common/AudioEventRTS.h index ff003baf099..c11364bc4a1 100644 --- a/Core/GameEngine/Include/Common/AudioEventRTS.h +++ b/Core/GameEngine/Include/Common/AudioEventRTS.h @@ -152,7 +152,7 @@ class AudioEventRTS const Coord3D *getCurrentPosition( void ); // This will return the directory leading up to the appropriate type, including the trailing '\\' - // If localized is true, we'll append a language specific directory to the end of the path. + // If localized is true, we'll append a language specifc directory to the end of the path. AsciiString generateFilenamePrefix( AudioType audioTypeToPlay, Bool localized ); AsciiString generateFilenameExtension( AudioType audioTypeToPlay ); protected: diff --git a/Core/GameEngine/Include/Common/Xfer.h b/Core/GameEngine/Include/Common/Xfer.h index db5b58a4073..f9c82288007 100644 --- a/Core/GameEngine/Include/Common/Xfer.h +++ b/Core/GameEngine/Include/Common/Xfer.h @@ -180,7 +180,7 @@ class Xfer protected: - // this is the actual xfer implementation that each derived class should implement + // this is the actual xfer impelmentation that each derived class should implement virtual void xferImplementation( void *data, Int dataSize ) = 0; UnsignedInt m_options; ///< xfer options diff --git a/Core/GameEngine/Include/GameNetwork/LANGameInfo.h b/Core/GameEngine/Include/GameNetwork/LANGameInfo.h index c22696cf4c8..33d7a77d615 100644 --- a/Core/GameEngine/Include/GameNetwork/LANGameInfo.h +++ b/Core/GameEngine/Include/GameNetwork/LANGameInfo.h @@ -97,7 +97,7 @@ class LANGameInfo : public GameInfo void setName( UnicodeString name ) { m_gameName = name; } ///< Set the Name of the Game UnicodeString getName( void ) { return m_gameName; } ///< Get the Name of the Game - // Convenience functions that interface with the LANPlayer held in the slot list + // Convinience functions that interface with the LANPlayer held in the slot list virtual void resetAccepted(void); ///< Reset the accepted flag on all players Bool amIHost( void ); ///< Convenience function - is the local player the game host? diff --git a/Core/GameEngine/Source/Common/Audio/GameSounds.cpp b/Core/GameEngine/Source/Common/Audio/GameSounds.cpp index 0bcc198b4b1..f398941ab38 100644 --- a/Core/GameEngine/Source/Common/Audio/GameSounds.cpp +++ b/Core/GameEngine/Source/Common/Audio/GameSounds.cpp @@ -206,7 +206,7 @@ Bool SoundManager::canPlayNow( AudioEventRTS *event ) // 1) Are we muted because we're beyond our maximum distance? // 2) Are we shrouded and this is a shroud sound? // 3) Are we violating our voice count or are we playing above the limit? (If so, stop now) - // 4) is there an available channel open? + // 4) is there an avaiable channel open? // 5) if not, then determine if there is anything of lower priority that we can kill // 6) if not, are we an interrupt-sound type? // if so, are there any sounds of our type playing right now that we can interrupt? diff --git a/Core/GameEngine/Source/Common/System/XferLoad.cpp b/Core/GameEngine/Source/Common/System/XferLoad.cpp index e8f8484f2a5..8db6b24eb71 100644 --- a/Core/GameEngine/Source/Common/System/XferLoad.cpp +++ b/Core/GameEngine/Source/Common/System/XferLoad.cpp @@ -24,7 +24,7 @@ // FILE: XferLoad.cpp ///////////////////////////////////////////////////////////////////////////// // Author: Colin Day, February 2002 -// Desc: Xfer implementation for loading from disk +// Desc: Xfer implemenation for loading from disk /////////////////////////////////////////////////////////////////////////////////////////////////// // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// diff --git a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h index b703ef0a1ba..56f80c570e6 100644 --- a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h +++ b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h @@ -39,7 +39,7 @@ class BaseHeightMapRenderObjClass; class WorldHeightMap; //------------------------------------------------------------------------------------------------- -/** W3D implementation of visual terrain details singleton */ +/** W3D impelmentation of visual terrain details singleton */ //------------------------------------------------------------------------------------------------- class W3DTerrainVisual : public TerrainVisual { diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp index 8b619816a09..a8cb0a1f8ec 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp @@ -2170,7 +2170,7 @@ void HeightMapRenderObjClass::renderTerrainPass(CameraClass *pCamera) //============================================================================= // HeightMapRenderObjClass::renderExtraBlendTiles //============================================================================= -/** Renders an additional terrain pass including only those tiles which have more than 2 textures +/** Renders an additoinal terrain pass including only those tiles which have more than 2 textures blended together. Used primarily for corner cases where 3 different textures meet.*/ void HeightMapRenderObjClass::renderExtraBlendTiles(void) { diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp index 9cf5fa5b9aa..94c9331c4d7 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp @@ -2870,7 +2870,7 @@ IDirect3DTexture8 *W3DShaderManager::endRenderToTexture(void) DEBUG_ASSERTCRASH(hr==S_OK, ("Set target failed unexpectedly.")); if (hr == S_OK) { - //assume render target texture will be in stage 0. Most hardware has "conditional" support for + //assume render target texure will be in stage 0. Most hardware has "conditional" support for //non-power-of-2 textures so we must force some required states: DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); diff --git a/Generals/Code/GameEngine/Include/Common/StatsCollector.h b/Generals/Code/GameEngine/Include/Common/StatsCollector.h index 02a8ea7d2ef..9b67159c405 100644 --- a/Generals/Code/GameEngine/Include/Common/StatsCollector.h +++ b/Generals/Code/GameEngine/Include/Common/StatsCollector.h @@ -38,7 +38,7 @@ // // author: Chris Huybregts // -// purpose: Convenience class to help with collecting stats. +// purpose: Convinience class to help with collecting stats. // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h b/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h index d6b75254296..b31f48c28d4 100644 --- a/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h +++ b/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator Int m_objective; Bool m_teamExists; ///< is there a currently selected "team"? - // these are for determining if a drag occurred or it was just a sloppy click + // these are for determining if a drag occurred or it wasjust a sloppy click ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end UnsignedInt m_mouseRightDown; // when the mouse down happened diff --git a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h index d083a6d671a..a22648a8ed4 100644 --- a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int) GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING, GWM_WHEEL_UP, GWM_WHEEL_DOWN, GWM_CHAR, GWM_SCRIPT_CREATE, - // note that GWM_MOUSE_POS is only actually propagated to windows if the static + // note that GWM_MOUSE_POS is only actually propogated to windows if the static // sendMousePosMessages is set to true in the window manager file. See the - // comment on the static declaration for additional info + // comment on the static declaration for addtional info GWM_INPUT_FOCUS, GWM_MOUSE_POS, GWM_IME_CHAR, GWM_IME_STRING diff --git a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h index 0eba8e0b76e..0a6f2078b45 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -643,7 +643,7 @@ class ParticleSystem : public MemoryPoolObject, EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; } ParticlePriorityType getPriority() const { return m_priority; } - // Access to wind motion + // Access to wind motoin Real getWindAngle( void ) { return m_windAngle; } WindMotion getWindMotion( void ) { return m_windMotion; } diff --git a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h index 85bbe733755..de417aa8e46 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h +++ b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h @@ -355,7 +355,7 @@ class TerrainLogic : public Snapshot, static WaterHandle m_gridWaterHandle; ///< water handle for the grid water (we only presently have one) // - // we will force a limit of MAX_DYNAMIC_WATER as the max dynamically changeable water + // we will force a limit of MAX_DYNAMIC_WATER as the max dynamically changable water // tables for a map. We could use a list, but eh, this is fine and small anyway // enum { MAX_DYNAMIC_WATER = 64 }; diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h index 46a7cb3cc59..b72d30f9d6b 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h @@ -38,7 +38,7 @@ // // Created: Colin Day, June 2001 // -// Desc: W3D implementations for the game windowing system +// Desc: W3D implemenations for the game windowing system // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// @@ -56,7 +56,7 @@ // TYPE DEFINES /////////////////////////////////////////////////////////////// // W3DGameWindow -------------------------------------------------------------- -/** W3D implementation for a game window */ +/** W3D implemenation for a game window */ // ---------------------------------------------------------------------------- class W3DGameWindow : public GameWindow { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index d2e0c2d5dd4..25b40d5ad5c 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp @@ -383,7 +383,7 @@ void W3DInGameUI::reset( void ) } //------------------------------------------------------------------------------------------------- -/** Draw member for the W3D implementation of the game user interface */ +/** Draw member for the W3D implemenation of the game user interface */ //------------------------------------------------------------------------------------------------- void W3DInGameUI::draw( void ) { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp index 3858911f845..7332c3c7d3b 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp @@ -154,7 +154,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if( TheInGameUI && TheInGameUI->isInWaypointMode() ) { //Create a default light environment with no lights and only full ambient. - //@todo: Fix later by copying default scene light environment from W3DScene.cpp. + //@todo: Fix later by copying default scene light environement from W3DScene.cpp. LightEnvironmentClass lightEnv; lightEnv.Reset(Vector3(0,0,0), Vector3(1.0f,1.0f,1.0f)); lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform()); @@ -207,7 +207,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if (TheInGameUI) { //Create a default light environment with no lights and only full ambient. - //@todo: Fix later by copying default scene light environment from W3DScene.cpp. + //@todo: Fix later by copying default scene light environement from W3DScene.cpp. LightEnvironmentClass lightEnv; lightEnv.Reset(Vector3(0,0,0), Vector3(1.0f,1.0f,1.0f)); lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform()); diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h b/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h index d7843bdd224..dcd5a2d18d1 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator Int m_objective; Bool m_teamExists; ///< is there a currently selected "team"? - // these are for determining if a drag occurred or it was just a sloppy click + // these are for determining if a drag occurred or it wasjust a sloppy click ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end UnsignedInt m_mouseRightDown; // when the mouse down happened diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h index 5f2f0347665..a49f4efffed 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int) GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING, GWM_WHEEL_UP, GWM_WHEEL_DOWN, GWM_CHAR, GWM_SCRIPT_CREATE, - // note that GWM_MOUSE_POS is only actually propagated to windows if the static + // note that GWM_MOUSE_POS is only actually propogated to windows if the static // sendMousePosMessages is set to true in the window manager file. See the - // comment on the static declaration for additional info + // comment on the static declaration for addtional info GWM_INPUT_FOCUS, GWM_MOUSE_POS, GWM_IME_CHAR, GWM_IME_STRING diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h index 74ec585f33d..ccd6c6a1689 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -635,7 +635,7 @@ class ParticleSystem : public MemoryPoolObject, EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; } ParticlePriorityType getPriority() const { return m_priority; } - // Access to wind motion + // Access to wind motoin Real getWindAngle( void ) { return m_windAngle; } WindMotion getWindMotion( void ) { return m_windMotion; } diff --git a/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp b/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp index 809f59f5ffa..e4b39574979 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp @@ -928,7 +928,7 @@ TranslatorID MessageStream::attachTranslator( GameMessageTranslator *translator, return newSS->m_id; } - // search the Translator list for our priority location + // seach the Translator list for our priority location for( ss=m_firstTranslator; ss; ss=ss->m_next ) if (ss->m_priority > newSS->m_priority) break; diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index 90ab531654f..cff82dadd90 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -204,7 +204,7 @@ void BuildAssistant::update( void ) { Real previousConstructionPercent = obj->getConstructionPercent(); - // do the construction + // do the constructoin obj->setConstructionPercent( previousConstructionPercent - (100.0f / TOTAL_FRAMES_TO_SELL_OBJECT) ); // diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index 712991a7031..36d78f4211b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -24,7 +24,7 @@ // FILE: ControlBarMultiSelect.cpp //////////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 -// Desc: Context sensitive GUI for when you select multiple objects. What we do is show +// Desc: Context sensitive GUI for when you select mutiple objects. What we do is show // the commands that you can use between them all /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index d1264a227ac..841ddaf5a0e 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -63,7 +63,7 @@ UnsignedInt WindowLayoutCurrentVersion = 2; /////////////////////////////////////////////////////////////////////////////////////////////////// // -// with this status set to true, the window system will propagate mouse position +// with this statis set to true, the window system will propogate mouse position // messages to windows. You may want to disable this if you feel the mouse position // messages are "spamming" your window and making a particular debuggin situation // difficult. Make sure you do enable this before you check in again tho because diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index 0e99aad5e3a..fea307e8310 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -2523,7 +2523,7 @@ void PathfindZoneManager::markZonesDirty( Bool insert ) ///< Called when the zo /** * Calculate zones. A zone is an area of the same terrain - clear, water or cliff. - * The utility of zones is that if current location and destination are in the same zone, + * The utility of zones is that if current location and destiontion are in the same zone, * you can successfully pathfind. * If you are a multiple terrain vehicle, like amphibious transport, the lookup is a little more * complicated. diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp index 3f093ddc5ca..bec1bc96780 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -770,7 +770,7 @@ void Object::onDestroy() (*b)->onDelete(); } - //Have to remove ourself from looking as well. RebuildHoleWorkers definitely hit here. + //Have to remove ourself from looking as well. RebuildHoleWorkers definately hit here. handlePartitionCellMaintenance(); } @@ -4822,7 +4822,7 @@ Bool Object::hasGhostObject() const } //------------------------------------------------------------------------------------------------- -/// We have moved a 'significant' amount, so do maintenance that can be considered 'cell-based' +/// We have moved a 'significant' amount, so do maintenence that can be considered 'cell-based' void Object::onPartitionCellChange() { handlePartitionCellMaintenance(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp index 0e2f8f0c0ff..eb81af5cb3b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp @@ -1394,7 +1394,7 @@ void PhysicsBehavior::onCollide( Object *other, const Coord3D *loc, const Coord3 // nuke the velocity. why? very simple: we want to ignore the previous vel in favor of // this. in theory, we could be clever and calculate the right force to apply to achieve this, - // but then if we were still colliding next frame, we'd get a sudden 'acceleration' of bounce + // but then if we were still colliding next frame, we'd get a sudden 'aceleration' of bounce // that would look freakish. so cheat. m_vel.x = 0; m_vel.y = 0; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index d399e00cc1b..569b01943c6 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -908,7 +908,7 @@ static void populateRandomStartPosition( GameInfo *game ) else { // We're the first real spot. Pick randomly. - // This while loop shouldn't be necessary, since we're first. Why not, though? + // This while loop shouldn't be neccessary, since we're first. Why not, though? while (posIdx == -1) { posIdx = GameLogicRandomValue(0, numPlayers-1); @@ -3984,7 +3984,7 @@ void GameLogic::destroyObject( Object *obj ) if (!obj || obj->isDestroyed()) return; - // run the object onDestroy event if provided + // run the object onDestroy event if provied for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m) { DestroyModuleInterface* destroy = (*m)->getDestroy(); @@ -4821,7 +4821,7 @@ void GameLogic::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferObjectID( &m_nextObjectID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and identifier pairs. this + // xfer a table of contents that contain thing template and indentifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // From 0513660c8ecc3e8478c9095d56dcd17963c0f25f Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Fri, 23 Jan 2026 10:34:44 -0800 Subject: [PATCH 6/7] fix: properly to property in Generals WeaponSet --- Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp index b0c4256991d..ba887b1f8c2 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp @@ -581,7 +581,7 @@ CanAttackResult WeaponSet::getAbleToAttackSpecificObject( AbleToAttackType attac //care about relationships (and fixes broken scripts). if( commandSource == CMD_FROM_PLAYER && (!victim->testScriptStatusBit( OBJECT_STATUS_SCRIPT_TARGETABLE ) || r == ALLIES) ) { - //Unless the object has a map properly that sets it to be targetable (and not allied), then give up. + //Unless the object has a map property that sets it to be targetable (and not allied), then give up. return ATTACKRESULT_NOT_POSSIBLE; } } From 5ae36ca44afdce636e7558f68f51e6b5de179b6d Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Fri, 23 Jan 2026 10:44:04 -0800 Subject: [PATCH 7/7] docs: Fix spelling errors in Generals/Code/GameEngine/Include comments --- .../GameEngine/Include/Common/StatsCollector.h | 2 +- Generals/Code/GameEngine/Include/Common/Thing.h | 2 +- .../GameEngine/Include/GameClient/CommandXlat.h | 2 +- .../GameEngine/Include/GameClient/ControlBar.h | 2 +- .../Include/GameClient/ControlBarScheme.h | 2 +- .../GameEngine/Include/GameClient/GameWindow.h | 14 +++++++------- .../GameEngine/Include/GameClient/ParticleSys.h | 6 +++--- .../Include/GameClient/ProcessAnimateWindow.h | 2 +- .../Code/GameEngine/Include/GameLogic/GameLogic.h | 2 +- .../GameLogic/Module/DefaultProductionExitUpdate.h | 2 +- .../Include/GameLogic/Module/OverlordContain.h | 2 +- .../GameLogic/Module/QueueProductionExitUpdate.h | 2 +- .../Module/SpawnPointProductionExitUpdate.h | 4 ++-- .../Module/SupplyCenterProductionExitUpdate.h | 4 ++-- .../Include/GameLogic/PartitionManager.h | 2 +- .../Include/GameLogic/VictoryConditions.h | 2 +- 16 files changed, 26 insertions(+), 26 deletions(-) diff --git a/Generals/Code/GameEngine/Include/Common/StatsCollector.h b/Generals/Code/GameEngine/Include/Common/StatsCollector.h index 9b67159c405..3ccf09a1672 100644 --- a/Generals/Code/GameEngine/Include/Common/StatsCollector.h +++ b/Generals/Code/GameEngine/Include/Common/StatsCollector.h @@ -68,7 +68,7 @@ class StatsCollector StatsCollector( void ); ~StatsCollector( void ); - void reset( void ); ///< Reset's all values and writes the file header + void reset( void ); ///< Resets all values and writes the file header void collectMsgStats( const GameMessage *msg ); ///< collects Msg Stats if void collectUnitCountStats( void ); ///< cycle through all units and takes count diff --git a/Generals/Code/GameEngine/Include/Common/Thing.h b/Generals/Code/GameEngine/Include/Common/Thing.h index 905ad0b7897..78eef69ab53 100644 --- a/Generals/Code/GameEngine/Include/Common/Thing.h +++ b/Generals/Code/GameEngine/Include/Common/Thing.h @@ -145,7 +145,7 @@ class Thing : public MemoryPoolObject protected: - // Virtual method since objects can be on bridges and need to calculate heigh above terrain differently. + // Virtual method since objects can be on bridges and need to calculate height above terrain differently. virtual Real calculateHeightAboveTerrain(void) const; // Calculates the actual height above terrain. Doesn't use cache. virtual Object *asObjectMeth() { return nullptr; } diff --git a/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h b/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h index b31f48c28d4..41e256dfc98 100644 --- a/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h +++ b/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator Int m_objective; Bool m_teamExists; ///< is there a currently selected "team"? - // these are for determining if a drag occurred or it wasjust a sloppy click + // these are for determining if a drag occurred or it was just a sloppy click ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end UnsignedInt m_mouseRightDown; // when the mouse down happened diff --git a/Generals/Code/GameEngine/Include/GameClient/ControlBar.h b/Generals/Code/GameEngine/Include/GameClient/ControlBar.h index 58fc87f96d9..7ba126f9800 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ControlBar.h +++ b/Generals/Code/GameEngine/Include/GameClient/ControlBar.h @@ -805,7 +805,7 @@ class ControlBar : public SubsystemInterface /// post process step, after all commands and command sets are loaded void postProcessCommands( void ); - // the following methods are for resetting data for vaious contexts + // the following methods are for resetting data for various contexts void resetCommonCommandData( void ); /// reset shared command data void resetContainData( void ); /// reset container data we use to tie controls to objects IDs for containment void resetBuildQueueData( void ); /// reset the build queue data we use to die queue entires to control diff --git a/Generals/Code/GameEngine/Include/GameClient/ControlBarScheme.h b/Generals/Code/GameEngine/Include/GameClient/ControlBarScheme.h index b564a27563a..10871b80738 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ControlBarScheme.h +++ b/Generals/Code/GameEngine/Include/GameClient/ControlBarScheme.h @@ -81,7 +81,7 @@ class ControlBarSchemeImage ICoord2D m_size; ///< the size of the image needed when we draw it Image *m_image; ///< the actual pointer to the mapped image - // m_layer is where the image will get drawn, everything in layer 0-2 gets drawn during the forground draw + // m_layer is where the image will get drawn, everything in layer 0-2 gets drawn during the foreground draw // the layers 3-5 gets drawn during the background draw Int m_layer; //layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top }; diff --git a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h index a22648a8ed4..faed99452bf 100644 --- a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int) GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING, GWM_WHEEL_UP, GWM_WHEEL_DOWN, GWM_CHAR, GWM_SCRIPT_CREATE, - // note that GWM_MOUSE_POS is only actually propogated to windows if the static + // note that GWM_MOUSE_POS is only actually propagated to windows if the static // sendMousePosMessages is set to true in the window manager file. See the - // comment on the static declaration for addtional info + // comment on the static declaration for additional info GWM_INPUT_FOCUS, GWM_MOUSE_POS, GWM_IME_CHAR, GWM_IME_STRING @@ -220,7 +220,7 @@ struct GameWindowEditData // GameWindow ----------------------------------------------------------------- /** Class definition for a game window. These are the basic elements of the - * whole windowing sytem, all windows are GameWindows, as are all GUI controls + * whole windowing system, all windows are GameWindows, as are all GUI controls * etc. */ //----------------------------------------------------------------------------- class GameWindow : public MemoryPoolObject @@ -324,7 +324,7 @@ friend class GameWindowManager; virtual void *winGetUserData( void ); ///< get the window user data void winSetUserData( void *userData ); ///< set the user data - // heirarchy methods + // hierarchy methods Int winSetParent( GameWindow *parent ); ///< set parent GameWindow *winGetParent( void ); ///< get parent Bool winIsChild( GameWindow *child ); ///< verifies parent @@ -357,11 +357,11 @@ friend class GameWindowManager; Bool winPointInWindow( Int x, Int y ); /**is point inside this window? also return TRUE if point is in a child */ - /** given a piont, return the child window which contains the mouse pointer, - if the point is not in a chilc, the function returns the 'window' paramater + /** given a point, return the child window which contains the mouse pointer, + if the point is not in a child, the function returns the 'window' parameter back to the caller */ GameWindow *winPointInChild( Int x, Int y, Bool ignoreEnableCheck = FALSE, Bool playDisabledSound = FALSE ); - /** finds the child which contains the mouse pointer - reguardless of + /** finds the child which contains the mouse pointer - regardless of the enabled status of the child */ GameWindow *winPointInAnyChild( Int x, Int y, Bool ignoreHidden, Bool ignoreEnableCheck = FALSE ); diff --git a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h index 0a6f2078b45..e38aaf0a558 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -643,7 +643,7 @@ class ParticleSystem : public MemoryPoolObject, EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; } ParticlePriorityType getPriority() const { return m_priority; } - // Access to wind motoin + // Access to wind motion Real getWindAngle( void ) { return m_windAngle; } WindMotion getWindMotion( void ) { return m_windMotion; } @@ -682,7 +682,7 @@ class ParticleSystem : public MemoryPoolObject, UnsignedInt m_startTimestamp; ///< timestamp when this particle system was (re)started UnsignedInt m_systemLifetimeLeft; ///< lifetime remaining for entire particle system - UnsignedInt m_personalityStore; ///< increments each time it is aggigned to each new particle + UnsignedInt m_personalityStore; ///< increments each time it is assigned to each new particle ///< so that each particle gets an ever greater number Real m_accumulatedSizeBonus; ///< For a system that wants to make particles start bigger and bigger. StartSizeRate @@ -791,7 +791,7 @@ class ParticleSystemManager : public SubsystemInterface, virtual void preloadAssets( TimeOfDay timeOfDay ); - // these are only for use by partcle systems to link and unlink themselves + // these are only for use by particle systems to link and unlink themselves void friend_addParticleSystem( ParticleSystem *particleSystemToAdd ); void friend_removeParticleSystem( ParticleSystem *particleSystemToRemove ); diff --git a/Generals/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h b/Generals/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h index 245cc4e7cb2..befd4d57c39 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h +++ b/Generals/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h @@ -41,7 +41,7 @@ // purpose: If a new animation is wanted to be added for the windows, All you // have to do is create a new class derived from ProcessAnimateWindow. // Then setup each of the virtual classes to process an AnimateWindow -// class. The Update adn reverse functions get called every frame +// class. The Update and reverse functions get called every frame // by the shell and will continue to process the AdminWin until the // isFinished flag on the adminWin is set to true. // diff --git a/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h b/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h index 875f60e3b2a..ec6e60bb01d 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h +++ b/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h @@ -103,7 +103,7 @@ class GameLogic : public SubsystemInterface, public Snapshot GameLogic( void ); virtual ~GameLogic(); - // subsytem methods + // subsystem methods virtual void init( void ); ///< Initialize or re-initialize the instance virtual void reset( void ); ///< Reset the logic system virtual void update( void ); ///< update the world diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h index 62dc454a5b6..fa4cfb94a6b 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h @@ -76,7 +76,7 @@ class DefaultProductionExitUpdate : public UpdateModule, public ExitInterface DefaultProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // Required funcs to fufill interface requirements + // Required funcs to fulfill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ) { return DOOR_1; } virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h b/Generals/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h index a9924377f33..c40d9fe4e20 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h @@ -95,7 +95,7 @@ class OverlordContain : public TransportContain virtual Bool getContainerPipsToShow(Int& numTotal, Int& numFull); private: - /**< An empty overlord is a conatiner, but a full one redirects calls to its passengers. If this returns nullptr, + /**< An empty overlord is a container, but a full one redirects calls to its passengers. If this returns null, we are either empty or carrying a non container. */ ContainModuleInterface *getRedirectedContain() const; ///< And this gets what are redirecting to. diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h index 7085e893683..7335f24a8f7 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h @@ -85,7 +85,7 @@ class QueueProductionExitUpdate : public UpdateModule, public ExitInterface QueueProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // Required funcs to fufill interface requirements + // Required funcs to fulfill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ); virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h index ab95c652937..02095d304db 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h @@ -73,7 +73,7 @@ class SpawnPointProductionExitUpdate : public UpdateModule, public ExitInterface SpawnPointProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // Required funcs to fufill interface requirements + // Required funcs to fulfill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ); virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); @@ -91,7 +91,7 @@ class SpawnPointProductionExitUpdate : public UpdateModule, public ExitInterface Real m_worldAngleSpawnPoints[MAX_SPAWN_POINTS]; ///< And what direction they should face ObjectID m_spawnPointOccupier[MAX_SPAWN_POINTS]; ///< Who I think is in each spot. I can validate their existence to see if I am free to exit something. - // Required func to fufill Module requirement + // Required func to fulfill Module requirement private: void initializeBonePositions(); ///< Look up the bone positions and store them in world space coords diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h index 0ad6d8cf6f2..550631f8e67 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h @@ -74,7 +74,7 @@ class SupplyCenterProductionExitUpdate : public UpdateModule, public ExitInterfa SupplyCenterProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // Required funcs to fufill interface requirements + // Required funcs to fulfill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ) { return DOOR_1; } virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); @@ -93,7 +93,7 @@ class SupplyCenterProductionExitUpdate : public UpdateModule, public ExitInterfa Coord3D m_rallyPoint; ///< Where units should move to after they have reached the "natural" rally point Bool m_rallyPointExists; ///< Only move to the rally point if this is true - // Required func to fufill Module requirement + // Required func to fulfill Module requirement }; inline void SupplyCenterProductionExitUpdate::setRallyPoint( const Coord3D *pos ) diff --git a/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h b/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h index e893104da1d..53e17b94084 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h +++ b/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h @@ -1304,7 +1304,7 @@ class PartitionManager : public SubsystemInterface, public Snapshot const PartitionCell *getCellAt(Int x, Int y) const; /// A convenience function to reveal shroud at some location - // Queueing does not give you control of the timestamp to enforce the queue. I own the delay, you don't. + // Queuing does not give you control of the timestamp to enforce the queue. I own the delay, you don't. void doShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask); void undoShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask); void queueUndoShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/VictoryConditions.h b/Generals/Code/GameEngine/Include/GameLogic/VictoryConditions.h index de74d3fa723..95dd90e3789 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/VictoryConditions.h +++ b/Generals/Code/GameEngine/Include/GameLogic/VictoryConditions.h @@ -44,7 +44,7 @@ enum VictoryType CPP_11(: Int) /** * VictoryConditionsInterface class - maintains information about the game setup and - * the contents of its slot list hroughout the game. + * the contents of its slot list throughout the game. */ class VictoryConditionsInterface : public SubsystemInterface {