diff --git a/GeneralsMD/Code/GameEngine/Include/Common/GlobalData.h b/GeneralsMD/Code/GameEngine/Include/Common/GlobalData.h index 337477129cf..ff2ad5479aa 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/GlobalData.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/GlobalData.h @@ -284,7 +284,7 @@ class GlobalData : public SubsystemInterface #ifdef DUMP_PERF_STATS Bool m_dumpPerformanceStatistics; - Bool m_dumpStatsAtInterval;///< should I automatically dum stats every in N frames + Bool m_dumpStatsAtInterval;///< should I automatically dump stats every N frames Int m_statsInterval; ///< if so, how many is N? #endif diff --git a/GeneralsMD/Code/GameEngine/Include/Common/StatsCollector.h b/GeneralsMD/Code/GameEngine/Include/Common/StatsCollector.h index 73c2725ed34..b6d64639808 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/StatsCollector.h +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Include/Common/Thing.h b/GeneralsMD/Code/GameEngine/Include/Common/Thing.h index 134276ae68f..ef0bd0cb20f 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/Thing.h +++ b/GeneralsMD/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/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/ControlBar.h b/GeneralsMD/Code/GameEngine/Include/GameClient/ControlBar.h index b4beb084eed..153df764590 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/ControlBar.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/ControlBar.h @@ -824,7 +824,7 @@ 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/GeneralsMD/Code/GameEngine/Include/GameClient/ControlBarScheme.h b/GeneralsMD/Code/GameEngine/Include/GameClient/ControlBarScheme.h index ba2c539a5be..4c0f78bc3ef 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/ControlBarScheme.h +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h index a49f4efffed..02aa087980b 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 @@ -222,7 +222,7 @@ 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 @@ -326,7 +326,7 @@ 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 @@ -359,11 +359,11 @@ 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/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h index ccd6c6a1689..4dc62ab8e88 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; } @@ -674,7 +674,7 @@ 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 @@ -784,7 +784,7 @@ 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/GeneralsMD/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h b/GeneralsMD/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h index ade282d1ea9..1fd4f1eb6d7 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h index 69b8175f68a..48522894f90 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h @@ -105,7 +105,7 @@ 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/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h index f79f4097d4d..1e9a56e1a05 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h @@ -79,7 +79,7 @@ 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/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h index 40a0c718cc5..bf093f72a71 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h @@ -113,7 +113,7 @@ class OverlordContain : public TransportContain virtual void createPayload(); private: - /**< An empty overlord is a container, 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/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h index 27a541ce345..0bacbaf78bf 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h index f05ef2a5943..994bd31cdd7 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h index 2ad3ec01511..40483b23642 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h @@ -76,7 +76,7 @@ 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 ); @@ -95,7 +95,7 @@ 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/GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h index 365af131ed7..49739ce5d22 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/PartitionManager.h @@ -1341,7 +1341,7 @@ 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/GeneralsMD/Code/GameEngine/Include/GameLogic/VictoryConditions.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/VictoryConditions.h index 27e69fccefc..4e3ccacdb7a 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/VictoryConditions.h +++ b/GeneralsMD/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 { 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/RTS/ActionManager.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp index 4bd4026e495..9d1fa95d772 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp @@ -224,7 +224,7 @@ 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/GeneralsMD/Code/GameEngine/Source/Common/RTS/MissionStats.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/MissionStats.cpp index 74d839daa37..ba2972585cb 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/MissionStats.cpp +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp index fb1d5f88a68..6b062c55a52 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp +++ b/GeneralsMD/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 // if( m_prereqUnits[ i ].name.isNotEmpty() ) diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp index 219758917e2..09fb4ad0d33 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp @@ -349,7 +349,7 @@ 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/GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp b/GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp index c3094604143..74cf54750cd 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp @@ -1670,7 +1670,7 @@ 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/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/Common/System/FunctionLexicon.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp index 9d926d4f47c..1611c73500e 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp @@ -617,7 +617,7 @@ 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/GeneralsMD/Code/GameEngine/Source/Common/System/SaveGame/GameStateMap.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/SaveGame/GameStateMap.cpp index 7e21b3ade8b..c53e6817c75 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/SaveGame/GameStateMap.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/SaveGame/GameStateMap.cpp @@ -291,7 +291,7 @@ 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 @@ -498,7 +498,7 @@ 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/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp b/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp index f5bd7b72291..3fb8e5ec8af 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp index 8d50d7c945a..3590e64fd30 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp @@ -3782,7 +3782,7 @@ 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 ) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp index f6ffdb6d086..ead834ad86c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp @@ -1844,7 +1844,7 @@ 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 @@ -2701,7 +2701,7 @@ 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 @@ -2714,7 +2714,7 @@ 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"); @@ -2732,7 +2732,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp index 91931a3e7e3..30e5067879e 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp @@ -523,7 +523,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index 36d78f4211b..668b7d469fc 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 /////////////////////////////////////////////////////////////////////////////////////////////////// @@ -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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarPrintPositions.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarPrintPositions.cpp index 73d6da2998f..17b5ab5736c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarPrintPositions.cpp +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp index f0183be7814..beaab2afbb4 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarScheme.cpp +++ b/GeneralsMD/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 its .h file // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// @@ -740,7 +740,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp index 09909af03cd..034cb798013 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp +++ b/GeneralsMD/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 if 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 if modifiers are present else { char c = e->text->getText().getCharAt(e->text->getTextLength() - 1 ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp index 2066baaf940..e9c4be80025 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp @@ -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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index 841ddaf5a0e..3716b773ed4 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -63,9 +63,9 @@ 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 +// 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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp index 044386f9134..95f10f0ca4b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManagerScript.cpp @@ -1359,7 +1359,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp index 5879b8a07e1..fc99b16ba8b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp index 4698d2fd630..48382ad5705 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp @@ -606,7 +606,7 @@ void Shell::hideShell( void ) WindowLayout *Shell::top( void ) { - // emtpy stack + // empty stack if( m_screenCount == 0 ) return nullptr; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp index 583721ff51e..e708e2a944c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp @@ -1046,7 +1046,7 @@ void GameClient::getRayEffectData( Drawable *draw, RayEffectData *effectData ) } //------------------------------------------------------------------------------------------------- -/** remove the drawble from the ray effects system if present */ +/** remove the drawable from the ray effects system if present */ void GameClient::removeFromRayEffects( Drawable *draw ) { @@ -1087,7 +1087,7 @@ 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; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp index 71d4a81bfd1..c9b8568efcd 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -2148,7 +2148,7 @@ void InGameUI::freeMessageResources( void ) for( i = 0; i < MAX_UI_MESSAGES; i++ ) { - // emtpy text + // empty text m_uiMessages[ i ].fullText.clear(); // free display string diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp index df0d7a19486..0de149df814 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp @@ -1145,7 +1145,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp index 3130e9ded04..ae482d09f3e 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp @@ -239,7 +239,7 @@ 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(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp index de2b3f76676..0d38cf48da1 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIDock.cpp +++ b/GeneralsMD/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/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/AI/AIStates.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp index fee90eac22f..3ac07f5e57d 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIStates.cpp @@ -6467,7 +6467,7 @@ 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; @@ -6562,7 +6562,7 @@ StateReturnType AIExitInstantlyState::onEnter() 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/GeneralsMD/Code/GameEngine/Source/GameLogic/Map/TerrainLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Map/TerrainLogic.cpp index 8f2050d08cf..e7a5f8e7dd1 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Map/TerrainLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Map/TerrainLogic.cpp @@ -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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/BunkerBusterBehavior.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/BunkerBusterBehavior.cpp index 3e6f1ce07a4..168cfd8d680 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/BunkerBusterBehavior.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/BunkerBusterBehavior.cpp @@ -98,7 +98,7 @@ BunkerBusterBehaviorModuleData::BunkerBusterBehaviorModuleData( void ) BunkerBusterBehavior::BunkerBusterBehavior( Thing *thing, const ModuleData *modData ) : UpdateModule( thing, modData ) { - // THIS HAS AN UPDATE... BECAUSE I FORSEE THE NEED FOR ONE, BUT RIGHT NOW IT DOES NOTHING + // THIS HAS AN UPDATE... BECAUSE I FORESEE THE NEED FOR ONE, BUT RIGHT NOW IT DOES NOTHING setWakeFrame( getObject(), UPDATE_SLEEP_NONE ); m_victimID = INVALID_ID; m_upgradeRequired = nullptr; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp index 279d0a4d854..9166f3c57ec 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/RebuildHoleBehavior.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/RebuildHoleBehavior.cpp index 6cfac09bad9..262b579de9c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/RebuildHoleBehavior.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/RebuildHoleBehavior.cpp @@ -298,7 +298,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/SlowDeathBehavior.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/SlowDeathBehavior.cpp index 71ac024273d..472ec8c1a3a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/SlowDeathBehavior.cpp +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp index fd99fe3d9b6..2e4d28c871c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/OpenContain.cpp @@ -1720,7 +1720,7 @@ 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 @@ -1829,7 +1829,7 @@ void OpenContain::xfer( Xfer *xfer ) else { - // the map should be emtpy now + // the map should be empty now if( m_objectEnterExitInfo.empty() == FALSE ) { @@ -1877,7 +1877,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp index 19afe47a88b..4cdf4470f95 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp +++ b/GeneralsMD/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. /////////////////////////////////////////////////////////////////////////////////////////////////// @@ -491,7 +491,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/RiderChangeContain.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/RiderChangeContain.cpp index 218b10a3bd6..8df5b036dee 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/RiderChangeContain.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Contain/RiderChangeContain.cpp @@ -301,7 +301,7 @@ void RiderChangeContain::onRemoving( Object *rider ) if( rider->getControllingPlayer() != nullptr ) { //Wow, completely unforseeable game teardown order crash. SetVeterancyLevel results in a call to player - //about upgrade masks. So if we have a null player, it is game teardown, so don't worry about transfering exp. + //about upgrade masks. So if we have a null player, it is game teardown, so don't worry about transferring exp. //Transfer experience from the bike to the rider. ExperienceTracker *riderTracker = rider->getExperienceTracker(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Die/CreateObjectDie.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Die/CreateObjectDie.cpp index a7c67f237f1..31e9fcf9813 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Die/CreateObjectDie.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Die/CreateObjectDie.cpp @@ -99,7 +99,7 @@ void CreateObjectDie::onDie( const DamageInfo * damageInfo ) if (!newObject) return; - //If we're transferring previous health, we're transfering the last known + //If we're transferring previous health, we're transferring the last known //health before we died. In the case of the sneak attack tunnel network, it //is killed after the lifetime update expires. if( data->m_transferPreviousHealth ) diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp index bec1bc96780..b861dd1b1d0 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(); } @@ -2148,7 +2148,7 @@ 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 ); @@ -2306,7 +2306,7 @@ 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 ); @@ -3920,7 +3920,7 @@ void Object::onDisabledEdge(Bool becomingDisabled) } //------------------------------------------------------------------------------------------------- -/** Object CRC implemtation */ +/** Object CRC implementation */ //------------------------------------------------------------------------------------------------- void Object::crc( Xfer *xfer ) { @@ -4036,7 +4036,7 @@ 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. @@ -4621,7 +4621,7 @@ 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 those fancy Terrain Decals, //I naturally lose it now, because I'm dead. Drawable *draw = getDrawable(); if (draw) draw->setTerrainDecalFadeTarget(0.0f, -0.03f);//fade... @@ -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(); @@ -6244,7 +6244,7 @@ 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); @@ -6278,8 +6278,8 @@ 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 + // unfortunately, structures don't keep a list of mines they own, so we must do + // 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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/SpecialPower/SpecialPowerModule.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/SpecialPower/SpecialPowerModule.cpp index 02bada53472..996fae07ceb 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/SpecialPower/SpecialPowerModule.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/SpecialPower/SpecialPowerModule.cpp @@ -261,7 +261,7 @@ 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 { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp index 28784f1907e..fb53c312e7b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate.cpp @@ -1101,7 +1101,7 @@ 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"); @@ -1395,7 +1395,7 @@ 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. @@ -3549,7 +3549,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/DozerAIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/DozerAIUpdate.cpp index 9b723e932ef..f92d384b0f2 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/DozerAIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/DozerAIUpdate.cpp @@ -607,10 +607,10 @@ StateReturnType DozerActionDoActionState::update( void ) // UnderConstruction just cleared, so update our upgrades goalObject->updateUpgradeModules(); - // this object how has influence in the controlling players' tech tree + // this object now 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() ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp index 700a1ea8cc9..06edb9fa6b5 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/AIUpdate/RailroadGuideAIUpdate.cpp @@ -392,7 +392,7 @@ 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 ); @@ -562,7 +562,7 @@ 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 @@ -794,7 +794,7 @@ 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); @@ -1567,13 +1567,13 @@ 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 + //Bool m_disembark; ///< If I wait at a station, I should also evacuate everybody when I get there xfer->xferBool( &m_disembark ); //Bool m_inTunnel; ///< Am I in a tunnel, so I wil not snap to ground height, until the next waypoint, diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp index 5cc8c03700b..6306a9836b7 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/BoneFXUpdate.cpp +++ b/GeneralsMD/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/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/Object/Update/PowerPlantUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PowerPlantUpdate.cpp index e131769db96..c6e6af8d5df 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PowerPlantUpdate.cpp +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp index 3e33f6e4bb8..178087a1490 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/ProductionUpdate.cpp @@ -1280,7 +1280,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/RadarUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/RadarUpdate.cpp index be033d09285..a4d2e477cdc 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/RadarUpdate.cpp +++ b/GeneralsMD/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/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp index 92669c10818..4cc106af8ac 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/WeaponSet.cpp @@ -601,7 +601,7 @@ 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; } } @@ -1078,7 +1078,7 @@ 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/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp index 13ccb3db78f..0fda71dc457 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/ScriptEngine/ScriptEngine.cpp @@ -7941,7 +7941,7 @@ 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; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 569b01943c6..cbe4b1dcb98 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); @@ -1172,7 +1172,7 @@ void GameLogic::startNewGame( Bool loadingSaveGame ) 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 // @@ -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 contains 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/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp index 5a8d617e393..a3a2c757854 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogicDispatch.cpp @@ -1701,7 +1701,7 @@ 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)