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d579f0a
docs: Fix spelling errors in engine comments
bobtista Jan 17, 2026
6a2f73c
docs: Fix spelling errors in GeneralsMD/Code/GameEngine comments
bobtista Jan 18, 2026
1190831
Update GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp
bobtista Jan 19, 2026
d8ea21f
Update Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/Cont…
bobtista Jan 19, 2026
8c35fd5
Update Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManag…
bobtista Jan 19, 2026
0e61968
Update Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/Cont…
bobtista Jan 19, 2026
c9b811e
Update Generals/Code/GameEngine/Source/GameClient/GameClient.cpp
bobtista Jan 19, 2026
110b24c
Update GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/…
bobtista Jan 19, 2026
e96b0c9
Update Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp
bobtista Jan 19, 2026
bc0fb85
Update GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/…
bobtista Jan 19, 2026
660bdc2
Update GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Behavior/Bu…
bobtista Jan 19, 2026
89e4171
Update GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h
bobtista Jan 19, 2026
d1e6b10
nit: revert intend change
bobtista Jan 19, 2026
5b3bbc9
nit: address comment comments
bobtista Jan 19, 2026
9822a2d
fix: Address PR review feedback for spelling errors
bobtista Jan 20, 2026
c8a0b02
Remove accidentally committed typos.toml
bobtista Jan 20, 2026
9b41e9a
fix: Address remaining Stubbjax review comments
bobtista Jan 22, 2026
e66f7ba
refactor: Remove non-GeneralsMD files from this PR
bobtista Jan 22, 2026
8fce742
fix: properly to property in GeneralsMD Weaponset
bobtista Jan 23, 2026
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2 changes: 1 addition & 1 deletion GeneralsMD/Code/GameEngine/Include/Common/GlobalData.h
Original file line number Diff line number Diff line change
Expand Up @@ -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

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2 changes: 1 addition & 1 deletion GeneralsMD/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 GeneralsMD/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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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 GeneralsMD/Code/GameEngine/Include/GameClient/ControlBar.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
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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 GeneralsMD/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 @@ -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
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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 );

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

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

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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.
//
Expand Down
2 changes: 1 addition & 1 deletion GeneralsMD/Code/GameEngine/Include/GameLogic/GameLogic.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 );
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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.
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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
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Original file line number Diff line number Diff line change
Expand Up @@ -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 );
Expand All @@ -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 )
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Original file line number Diff line number Diff line change
Expand Up @@ -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.

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Both spellings are technically correct.

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Whichever doesn't make Xezon's IDE complain then? :)

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Although not exclusively, queuing aligns more to American English, while queueing is used more in British English.
We use American English as that was the language that EA used. So I would say this change is correct.

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 );
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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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2 changes: 1 addition & 1 deletion GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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;
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Original file line number Diff line number Diff line change
Expand Up @@ -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;
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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
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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
//
if( m_prereqUnits[ i ].name.isNotEmpty() )
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Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
2 changes: 1 addition & 1 deletion GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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);
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Original file line number Diff line number Diff line change
Expand Up @@ -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) );

//
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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++ )
{

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Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -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 )
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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()) );
Expand Down
2 changes: 1 addition & 1 deletion GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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 )
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand All @@ -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");
Expand All @@ -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

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 )
{
Expand Down
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