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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/Common/StatsCollector.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/Common/Thing.h
Original file line number Diff line number Diff line change
Expand Up @@ -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; }
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameClient/CommandXlat.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameClient/ControlBar.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
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Original file line number Diff line number Diff line change
Expand Up @@ -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
};
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14 changes: 7 additions & 7 deletions Generals/Code/GameEngine/Include/GameClient/GameWindow.h
Original file line number Diff line number Diff line change
Expand Up @@ -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

Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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 );

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6 changes: 3 additions & 3 deletions Generals/Code/GameEngine/Include/GameClient/ParticleSys.h
Original file line number Diff line number Diff line change
Expand Up @@ -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; }

Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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 );

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
//
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameLogic/GameLogic.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 );
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 );
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 );
Expand All @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 );
Expand All @@ -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 )
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 );
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
{
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6 changes: 3 additions & 3 deletions Generals/Code/GameEngine/Source/Common/GlobalData.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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 ) },
Expand All @@ -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 ) },
*/
Expand Down Expand Up @@ -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 ) },
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Source/Common/MessageStream.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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;
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Original file line number Diff line number Diff line change
Expand Up @@ -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;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Source/Common/RTS/Team.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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()<m_productionConditionScript->getFrameToEvaluate()) {
return false;
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 );
}
Expand Down
4 changes: 2 additions & 2 deletions Generals/Code/GameEngine/Source/Common/Recorder.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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()
Expand Down Expand Up @@ -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);
Expand Down
2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Source/Common/StatsCollector.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@
//
// author: Chris Huybregts
//
// purpose: Convinience class to gather player stats
// purpose: Convenience class to gather player stats
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
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