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docs: Fix spelling errors in Core and Generals/Include/GameEngineDevice/Libraries/Tools comments #2147
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docs: Fix spelling errors in Core and Generals/Include/GameEngineDevice/Libraries/Tools comments #2147
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| Filename | Overview |
|---|---|
| Core/GameEngine/Include/Common/AudioEventRTS.h | Fixed spelling: "specifc" → "specific" in comment |
| Generals/Code/GameEngine/Include/Common/Energy.h | Fixed spelling: "INLCUDES" → "INCLUDES" in comment header |
| Generals/Code/GameEngine/Include/GameClient/GameWindow.h | Fixed multiple spellings: "propogated" → "propagated", "addtional" → "additional", "sytem" → "system", "heirarchy" → "hierarchy", "piont" → "point", "reguardless" → "regardless" |
| Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h | Fixed spelling: "Implemtation" → "Implementation" in comment |
| Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp | Fixed spellings: "efficienty" → "efficiently", "onces" → "ones", "columes" → "columns" in comments |
| Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h | Fixed spelling: "funcitons" → "functions" in comment |
| Generals/Code/Tools/GUIEdit/Include/GUIEdit.h | Fixed spelling: "entrys" → "entries" in comment |
Sequence Diagram
sequenceDiagram
participant Dev as Developer
participant Files as 83 Source Files
participant Comments as Code Comments
Dev->>Files: Identify spelling errors
Note over Files: Across Core, Generals,<br/>Libraries, and Tools
loop For each of 83 files
Dev->>Comments: Read comment text
Comments->>Dev: Return misspelled words
Dev->>Comments: Fix spelling errors
Note over Comments: No code logic changed<br/>Only comment text updated
end
Dev->>Files: Save corrected comments
Note over Files: 108 lines changed<br/>(108 insertions, 108 deletions)
Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h
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xezon
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Daily dose of Bobtista changes
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I do not understand the splitting of this change. The title claims one thing, but the actual changes files are in all sorts of unrelated folders that do correspond to what the title says. |
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120 files reviewed, 2 comments
| // Everybody chills when they captured so they don't keep doing something the new player might not want him to be doing | ||
| // TheSuperHackers @tweak Stubbjax 19/11/2025 Except when the new owner is an ally, so that Hackers keep on hacking, etc. | ||
| if( getAIUpdateInterface() && (oldOwner != newOwner) ) | ||
| { | ||
| #if RETAIL_COMPATIBLE_CRC | ||
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); | ||
| #else | ||
| if (oldOwner->getRelationship(newOwner->getDefaultTeam()) != ALLIES) | ||
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); | ||
| #endif |
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logic: This PR's title and description indicate it's only fixing spelling errors in comments, but this includes actual logic changes (new conditional behavior for allies). Consider splitting logic changes into a separate PR.
| // Everybody chills when they captured so they don't keep doing something the new player might not want him to be doing | |
| // TheSuperHackers @tweak Stubbjax 19/11/2025 Except when the new owner is an ally, so that Hackers keep on hacking, etc. | |
| if( getAIUpdateInterface() && (oldOwner != newOwner) ) | |
| { | |
| #if RETAIL_COMPATIBLE_CRC | |
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); | |
| #else | |
| if (oldOwner->getRelationship(newOwner->getDefaultTeam()) != ALLIES) | |
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); | |
| #endif | |
| // Everybody chills when they captured so they don't keep doing something the new player might not want him to be doing | |
| if( getAIUpdateInterface() && (oldOwner != newOwner) ) | |
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); |
Note: If this suggestion doesn't match your team's coding style, reply to this and let me know. I'll remember it for next time!
Prompt To Fix With AI
This is a comment left during a code review.
Path: Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp
Line: 4033:4042
Comment:
**logic:** This PR's title and description indicate it's only fixing spelling errors in comments, but this includes actual logic changes (new conditional behavior for allies). Consider splitting logic changes into a separate PR.
```suggestion
// Everybody chills when they captured so they don't keep doing something the new player might not want him to be doing
if( getAIUpdateInterface() && (oldOwner != newOwner) )
getAIUpdateInterface()->aiIdle(CMD_FROM_AI);
```
<sub>Note: If this suggestion doesn't match your team's coding style, reply to this and let me know. I'll remember it for next time!</sub>
How can I resolve this? If you propose a fix, please make it concise.| // Everybody chills when they captured so they don't keep doing something the new player might not want him to be doing | ||
| // TheSuperHackers @tweak Stubbjax 19/11/2025 Except when the new owner is an ally, so that Hackers keep on hacking, etc. | ||
| if( getAIUpdateInterface() && (oldOwner != newOwner) ) | ||
| { | ||
| #if RETAIL_COMPATIBLE_CRC | ||
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); | ||
| #else | ||
| if (oldOwner->getRelationship(newOwner->getDefaultTeam()) != ALLIES) | ||
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); | ||
| #endif |
There was a problem hiding this comment.
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logic: Same as Generals version - logic changes should be in a separate PR from documentation fixes.
| // Everybody chills when they captured so they don't keep doing something the new player might not want him to be doing | |
| // TheSuperHackers @tweak Stubbjax 19/11/2025 Except when the new owner is an ally, so that Hackers keep on hacking, etc. | |
| if( getAIUpdateInterface() && (oldOwner != newOwner) ) | |
| { | |
| #if RETAIL_COMPATIBLE_CRC | |
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); | |
| #else | |
| if (oldOwner->getRelationship(newOwner->getDefaultTeam()) != ALLIES) | |
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); | |
| #endif | |
| // Everybody chills when they captured so they don't keep doing something the new player might not want him to be doing | |
| if( getAIUpdateInterface() && (oldOwner != newOwner) ) | |
| getAIUpdateInterface()->aiIdle(CMD_FROM_AI); |
Note: If this suggestion doesn't match your team's coding style, reply to this and let me know. I'll remember it for next time!
Prompt To Fix With AI
This is a comment left during a code review.
Path: GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp
Line: 4555:4564
Comment:
**logic:** Same as Generals version - logic changes should be in a separate PR from documentation fixes.
```suggestion
// Everybody chills when they captured so they don't keep doing something the new player might not want him to be doing
if( getAIUpdateInterface() && (oldOwner != newOwner) )
getAIUpdateInterface()->aiIdle(CMD_FROM_AI);
```
<sub>Note: If this suggestion doesn't match your team's coding style, reply to this and let me know. I'll remember it for next time!</sub>
How can I resolve this? If you propose a fix, please make it concise.
I think it's because there were multiple commits, and main has changed, I bet if I rebase and squash it's clean |
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Fix spelling errors in code comments.