From 4b259422fd9b0ae10b980062036e5d9fc6c5cca9 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Sat, 17 Jan 2026 17:03:07 -0600 Subject: [PATCH 1/7] docs: Fix spelling errors in engine comments --- Core/GameEngine/Include/Common/AudioEventRTS.h | 2 +- Core/GameEngine/Include/Common/Xfer.h | 2 +- Core/GameEngine/Include/GameNetwork/LANGameInfo.h | 2 +- Core/GameEngine/Source/Common/Audio/GameSounds.cpp | 2 +- Core/GameEngine/Source/Common/System/XferLoad.cpp | 2 +- .../Include/W3DDevice/GameClient/W3DTerrainVisual.h | 2 +- .../Source/W3DDevice/GameClient/HeightMap.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DShaderManager.cpp | 2 +- Generals/Code/GameEngine/Include/Common/StatsCollector.h | 2 +- Generals/Code/GameEngine/Include/GameClient/CommandXlat.h | 2 +- Generals/Code/GameEngine/Include/GameClient/GameWindow.h | 4 ++-- Generals/Code/GameEngine/Include/GameClient/ParticleSys.h | 2 +- Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h | 2 +- Generals/Code/GameEngine/Source/Common/MessageStream.cpp | 2 +- Generals/Code/GameEngine/Source/Common/StatsCollector.cpp | 2 +- .../Code/GameEngine/Source/Common/System/BuildAssistant.cpp | 2 +- .../Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp | 4 ++-- .../GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../GameEngine/Source/GameClient/GUI/GameWindowManager.cpp | 2 +- Generals/Code/GameEngine/Source/GameClient/GameClient.cpp | 4 ++-- Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp | 6 +++--- Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp | 2 +- Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp | 2 +- .../Source/GameLogic/Object/Behavior/PrisonBehavior.cpp | 2 +- .../Source/GameLogic/Object/Contain/GarrisonContain.cpp | 2 +- .../Source/GameLogic/Object/Contain/OverlordContain.cpp | 4 ++-- Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp | 4 ++-- .../GameLogic/Object/Update/DockUpdate/DockUpdate.cpp | 4 ++-- .../Source/GameLogic/Object/Update/PhysicsUpdate.cpp | 2 +- .../ProductionExitUpdate/DefaultProductionExitUpdate.cpp | 2 +- .../ProductionExitUpdate/QueueProductionExitUpdate.cpp | 2 +- .../ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp | 2 +- .../SupplyCenterProductionExitUpdate.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/System/GameLogic.cpp | 4 ++-- .../Include/W3DDevice/GameClient/W3DGameWindow.h | 4 ++-- .../Source/W3DDevice/GameClient/W3DInGameUI.cpp | 2 +- .../Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp | 4 ++-- GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h | 2 +- GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h | 4 ++-- GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h | 2 +- GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp | 2 +- .../Code/GameEngine/Source/Common/System/BuildAssistant.cpp | 2 +- .../GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../GameEngine/Source/GameClient/GUI/GameWindowManager.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/Object/Object.cpp | 4 ++-- .../Source/GameLogic/Object/Update/PhysicsUpdate.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/System/GameLogic.cpp | 6 +++--- 48 files changed, 63 insertions(+), 63 deletions(-) diff --git a/Core/GameEngine/Include/Common/AudioEventRTS.h b/Core/GameEngine/Include/Common/AudioEventRTS.h index c11364bc4a1..ff003baf099 100644 --- a/Core/GameEngine/Include/Common/AudioEventRTS.h +++ b/Core/GameEngine/Include/Common/AudioEventRTS.h @@ -152,7 +152,7 @@ class AudioEventRTS const Coord3D *getCurrentPosition( void ); // This will return the directory leading up to the appropriate type, including the trailing '\\' - // If localized is true, we'll append a language specifc directory to the end of the path. + // If localized is true, we'll append a language specific directory to the end of the path. AsciiString generateFilenamePrefix( AudioType audioTypeToPlay, Bool localized ); AsciiString generateFilenameExtension( AudioType audioTypeToPlay ); protected: diff --git a/Core/GameEngine/Include/Common/Xfer.h b/Core/GameEngine/Include/Common/Xfer.h index f9c82288007..db5b58a4073 100644 --- a/Core/GameEngine/Include/Common/Xfer.h +++ b/Core/GameEngine/Include/Common/Xfer.h @@ -180,7 +180,7 @@ class Xfer protected: - // this is the actual xfer impelmentation that each derived class should implement + // this is the actual xfer implementation that each derived class should implement virtual void xferImplementation( void *data, Int dataSize ) = 0; UnsignedInt m_options; ///< xfer options diff --git a/Core/GameEngine/Include/GameNetwork/LANGameInfo.h b/Core/GameEngine/Include/GameNetwork/LANGameInfo.h index 33d7a77d615..c22696cf4c8 100644 --- a/Core/GameEngine/Include/GameNetwork/LANGameInfo.h +++ b/Core/GameEngine/Include/GameNetwork/LANGameInfo.h @@ -97,7 +97,7 @@ class LANGameInfo : public GameInfo void setName( UnicodeString name ) { m_gameName = name; } ///< Set the Name of the Game UnicodeString getName( void ) { return m_gameName; } ///< Get the Name of the Game - // Convinience functions that interface with the LANPlayer held in the slot list + // Convenience functions that interface with the LANPlayer held in the slot list virtual void resetAccepted(void); ///< Reset the accepted flag on all players Bool amIHost( void ); ///< Convenience function - is the local player the game host? diff --git a/Core/GameEngine/Source/Common/Audio/GameSounds.cpp b/Core/GameEngine/Source/Common/Audio/GameSounds.cpp index f398941ab38..0bcc198b4b1 100644 --- a/Core/GameEngine/Source/Common/Audio/GameSounds.cpp +++ b/Core/GameEngine/Source/Common/Audio/GameSounds.cpp @@ -206,7 +206,7 @@ Bool SoundManager::canPlayNow( AudioEventRTS *event ) // 1) Are we muted because we're beyond our maximum distance? // 2) Are we shrouded and this is a shroud sound? // 3) Are we violating our voice count or are we playing above the limit? (If so, stop now) - // 4) is there an avaiable channel open? + // 4) is there an available channel open? // 5) if not, then determine if there is anything of lower priority that we can kill // 6) if not, are we an interrupt-sound type? // if so, are there any sounds of our type playing right now that we can interrupt? diff --git a/Core/GameEngine/Source/Common/System/XferLoad.cpp b/Core/GameEngine/Source/Common/System/XferLoad.cpp index 8db6b24eb71..e8f8484f2a5 100644 --- a/Core/GameEngine/Source/Common/System/XferLoad.cpp +++ b/Core/GameEngine/Source/Common/System/XferLoad.cpp @@ -24,7 +24,7 @@ // FILE: XferLoad.cpp ///////////////////////////////////////////////////////////////////////////// // Author: Colin Day, February 2002 -// Desc: Xfer implemenation for loading from disk +// Desc: Xfer implementation for loading from disk /////////////////////////////////////////////////////////////////////////////////////////////////// // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// diff --git a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h index 56f80c570e6..b703ef0a1ba 100644 --- a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h +++ b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h @@ -39,7 +39,7 @@ class BaseHeightMapRenderObjClass; class WorldHeightMap; //------------------------------------------------------------------------------------------------- -/** W3D impelmentation of visual terrain details singleton */ +/** W3D implementation of visual terrain details singleton */ //------------------------------------------------------------------------------------------------- class W3DTerrainVisual : public TerrainVisual { diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp index a8cb0a1f8ec..8b619816a09 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp @@ -2170,7 +2170,7 @@ void HeightMapRenderObjClass::renderTerrainPass(CameraClass *pCamera) //============================================================================= // HeightMapRenderObjClass::renderExtraBlendTiles //============================================================================= -/** Renders an additoinal terrain pass including only those tiles which have more than 2 textures +/** Renders an additional terrain pass including only those tiles which have more than 2 textures blended together. Used primarily for corner cases where 3 different textures meet.*/ void HeightMapRenderObjClass::renderExtraBlendTiles(void) { diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp index 94c9331c4d7..9cf5fa5b9aa 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp @@ -2870,7 +2870,7 @@ IDirect3DTexture8 *W3DShaderManager::endRenderToTexture(void) DEBUG_ASSERTCRASH(hr==S_OK, ("Set target failed unexpectedly.")); if (hr == S_OK) { - //assume render target texure will be in stage 0. Most hardware has "conditional" support for + //assume render target texture will be in stage 0. Most hardware has "conditional" support for //non-power-of-2 textures so we must force some required states: DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); diff --git a/Generals/Code/GameEngine/Include/Common/StatsCollector.h b/Generals/Code/GameEngine/Include/Common/StatsCollector.h index 9b67159c405..02a8ea7d2ef 100644 --- a/Generals/Code/GameEngine/Include/Common/StatsCollector.h +++ b/Generals/Code/GameEngine/Include/Common/StatsCollector.h @@ -38,7 +38,7 @@ // // author: Chris Huybregts // -// purpose: Convinience class to help with collecting stats. +// purpose: Convenience class to help with collecting stats. // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h b/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h index b31f48c28d4..d6b75254296 100644 --- a/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h +++ b/Generals/Code/GameEngine/Include/GameClient/CommandXlat.h @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator Int m_objective; Bool m_teamExists; ///< is there a currently selected "team"? - // these are for determining if a drag occurred or it wasjust a sloppy click + // these are for determining if a drag occurred or it was just a sloppy click ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end UnsignedInt m_mouseRightDown; // when the mouse down happened diff --git a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h index a22648a8ed4..d083a6d671a 100644 --- a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int) GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING, GWM_WHEEL_UP, GWM_WHEEL_DOWN, GWM_CHAR, GWM_SCRIPT_CREATE, - // note that GWM_MOUSE_POS is only actually propogated to windows if the static + // note that GWM_MOUSE_POS is only actually propagated to windows if the static // sendMousePosMessages is set to true in the window manager file. See the - // comment on the static declaration for addtional info + // comment on the static declaration for additional info GWM_INPUT_FOCUS, GWM_MOUSE_POS, GWM_IME_CHAR, GWM_IME_STRING diff --git a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h index 0a6f2078b45..0eba8e0b76e 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -643,7 +643,7 @@ class ParticleSystem : public MemoryPoolObject, EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; } ParticlePriorityType getPriority() const { return m_priority; } - // Access to wind motoin + // Access to wind motion Real getWindAngle( void ) { return m_windAngle; } WindMotion getWindMotion( void ) { return m_windMotion; } diff --git a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h index de417aa8e46..85bbe733755 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h +++ b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h @@ -355,7 +355,7 @@ class TerrainLogic : public Snapshot, static WaterHandle m_gridWaterHandle; ///< water handle for the grid water (we only presently have one) // - // we will force a limit of MAX_DYNAMIC_WATER as the max dynamically changable water + // we will force a limit of MAX_DYNAMIC_WATER as the max dynamically changeable water // tables for a map. We could use a list, but eh, this is fine and small anyway // enum { MAX_DYNAMIC_WATER = 64 }; diff --git a/Generals/Code/GameEngine/Source/Common/MessageStream.cpp b/Generals/Code/GameEngine/Source/Common/MessageStream.cpp index c11407a85ee..2fe31017bf3 100644 --- a/Generals/Code/GameEngine/Source/Common/MessageStream.cpp +++ b/Generals/Code/GameEngine/Source/Common/MessageStream.cpp @@ -896,7 +896,7 @@ TranslatorID MessageStream::attachTranslator( GameMessageTranslator *translator, return newSS->m_id; } - // seach the Translator list for our priority location + // search the Translator list for our priority location for( ss=m_firstTranslator; ss; ss=ss->m_next ) if (ss->m_priority > newSS->m_priority) break; diff --git a/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp b/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp index 259dba75dfd..a401677ff0b 100644 --- a/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp +++ b/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp @@ -38,7 +38,7 @@ // // author: Chris Huybregts // -// purpose: Convinience class to gather player stats +// purpose: Convenience class to gather player stats // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index 1249b3eed59..64badb27d07 100644 --- a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -204,7 +204,7 @@ void BuildAssistant::update( void ) { Real previousConstructionPercent = obj->getConstructionPercent(); - // do the constructoin + // do the construction obj->setConstructionPercent( previousConstructionPercent - (100.0f / TOTAL_FRAMES_TO_SELL_OBJECT) ); // diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp index 072acdaa4c6..e579d131c90 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp @@ -189,7 +189,7 @@ void ControlBar::doTransportInventoryUI( Object *transport, const CommandSet *co // // since we're assuming all inventory exit commands appear in a continuous order, - // we need to also need to keep track of what is the last valid inventory commadn index + // we need to also need to keep track of what is the last valid inventory command index // lastInventoryIndex = i; @@ -630,7 +630,7 @@ void ControlBar::updateContextCommand( void ) obj = m_currentSelectedDrawable->getObject(); // - // the contents of objects are ususally showed on the UI, when those contents change + // the contents of objects are usually showed on the UI, when those contents change // we always to update the UI // ContainModuleInterface *contain = obj ? obj->getContain() : nullptr; diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index a4cdd9a0b0f..3b42ae83e93 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -24,7 +24,7 @@ // FILE: ControlBarMultiSelect.cpp //////////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 -// Desc: Context sensitive GUI for when you select mutiple objects. What we do is show +// Desc: Context sensitive GUI for when you select multiple objects. What we do is show // the commands that you can use between them all /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index ddc72aac670..7be31b6e7c0 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -63,7 +63,7 @@ UnsignedInt WindowLayoutCurrentVersion = 2; /////////////////////////////////////////////////////////////////////////////////////////////////// // -// with this statis set to true, the window system will propogate mouse position +// with this status set to true, the window system will propagate mouse position // messages to windows. You may want to disable this if you feel the mouse position // messages are "spamming" your window and making a particular debuggin situation // difficult. Make sure you do enable this before you check in again tho because diff --git a/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp b/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp index b317344c680..a4a89b349ed 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp @@ -505,7 +505,7 @@ void GameClient::update( void ) playSizzle = TRUE; } - //Initial Game Codition. We must show the movie first and then we can display the shell + //Initial Game Condition. We must show the movie first and then we can display the shell if(TheGlobalData->m_afterIntro && !TheDisplay->isMoviePlaying()) { if( playSizzle && TheGlobalData->m_playSizzle ) @@ -1358,7 +1358,7 @@ void GameClient::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferDrawableID( &m_nextDrawableID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and indentifier pairs. this + // xfer a table of contents that contain thing template and identifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // diff --git a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp index 14046b09523..d059ff1faf6 100644 --- a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -2424,7 +2424,7 @@ void InGameUI::createMouseoverHint( const GameMessage *msg ) if( obj ) { - //Ahh, here is a wierd exception: if the moused-over drawable is a mob-member + //Ahh, here is a weird exception: if the moused-over drawable is a mob-member //(e.g. AngryMob), Lets fool the UI into creating the hint for the NEXUS instead... if (obj->isKindOf( KINDOF_IGNORED_IN_GUI )) { @@ -4776,7 +4776,7 @@ Int InGameUI::selectMatchingAcrossRegion( IRegion2D *region ) draw = *it; if( draw && draw->getObject() && draw->getObject()->isLocallyControlled() ) { - // Use the Object's thing template, doing so will prevent wierdness for disguised vehicles. + // Use the Object's thing template, doing so will prevent weirdness for disguised vehicles. drawableList.insert( draw->getObject()->getTemplate() ); if( draw->getObject()->testStatus( OBJECT_STATUS_IS_CARBOMB ) ) { @@ -5618,7 +5618,7 @@ void InGameUI::selectNextIdleWorker( void ) selectDrawable( selectThisObject->getDrawable() ); - /*// removed becuase we're already playing a select sound... left in, just in case i"m wrong. + /*// removed because we're already playing a select sound... left in, just in case i'm wrong. // play the units sound const AudioEventRTS *soundEvent = selectThisObject->getTemplate()->getVoiceSelect(); if (soundEvent) diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index 7bed98dabdc..2ff42727360 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -2493,7 +2493,7 @@ void PathfindZoneManager::reset(void) ///< Called when the map is reset. /** * Calculate zones. A zone is an area of the same terrain - clear, water or cliff. - * The utility of zones is that if current location and destiontion are in the same zone, + * The utility of zones is that if current location and destination are in the same zone, * you can successfully pathfind. * If you are a multiple terrain vehicle, like amphibious transport, the lookup is a little more * complicated. diff --git a/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp b/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp index 40bd4ee43cc..5e026c3a385 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp @@ -185,7 +185,7 @@ Int SidesInfo::removeFromBuildList(BuildListInfo *pBuildList) m_pBuildList = pBuildList->getNext(); } else { position = 1; - // Not the first item, so find the preceeding list element. + // Not the first item, so find the preceding list element. BuildListInfo *pPrev = m_pBuildList; while (pPrev && (pPrev->getNext()!=pBuildList) ) { pPrev = pPrev->getNext(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp index 5ab7fb70d18..feb5ad8e5a8 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp @@ -57,7 +57,7 @@ class PrisonVisual : public MemoryPoolObject public: PrisonVisual( void ); - // virtual destructor prototype provied by memory pool object + // virtual destructor prototype provided by memory pool object ObjectID m_objectID; ///< object that is contained DrawableID m_drawableID; ///< associated visual prisoner drawable diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp index 23f0175ff6c..c40b51f0a28 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp @@ -1094,7 +1094,7 @@ void GarrisonContain::loadGarrisonPoints( void ) Int conditionIndex; Int count = 0; - // save the original paramters for the model condition + // save the original parameters for the model condition Drawable* draw = structure->getDrawable(); const ModelConditionFlags originalFlags = draw->getModelConditionFlags(); ModelConditionFlags clearFlags; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp index 4f61dbfede7..80a6a947ffa 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp @@ -86,7 +86,7 @@ void OverlordContain::onBodyDamageStateChange( const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) ///< state change callback { - // I can't use any convienience functions, as they will all get routed to the bunker I may carry. + // I can't use any convenience functions, as they will all get routed to the bunker I may carry. // I want just me. // Oh, and I don't want this function trying to do death. That is more complicated and will be handled // on my death. @@ -101,7 +101,7 @@ void OverlordContain::onBodyDamageStateChange( const DamageInfo* damageInfo, //------------------------------------------------------------------------------------------------- ContainModuleInterface *OverlordContain::getRedirectedContain() const { - // Naturally, I can not use a redirectible convienience function + // Naturally, I can not use a redirectible convenience function // to answer if I am redirecting yet. // If I am empty, say no. diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp index 63cef1714b7..5eec27cfa81 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -694,7 +694,7 @@ void Object::onDestroy() (*b)->onDelete(); } - //Have to remove ourself from looking as well. RebuildHoleWorkers definately hit here. + //Have to remove ourself from looking as well. RebuildHoleWorkers definitely hit here. handlePartitionCellMaintenance(); } @@ -4257,7 +4257,7 @@ Bool Object::hasGhostObject() const } //------------------------------------------------------------------------------------------------- -/// We have moved a 'significant' amount, so do maintenence that can be considered 'cell-based' +/// We have moved a 'significant' amount, so do maintenance that can be considered 'cell-based' void Object::onPartitionCellChange() { handlePartitionCellMaintenance(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp index 339d5d96882..bead95c4499 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp @@ -409,7 +409,7 @@ void DockUpdate::cancelDock( Object* docker ) void DockUpdate::setDockCrippled( Bool setting ) { - // At this level, Crippling means I will accept Approach requests, but I will never grant Enter clearence. + // At this level, Crippling means I will accept Approach requests, but I will never grant Enter clearance. m_dockCrippled = setting; } @@ -417,7 +417,7 @@ UpdateSleepTime DockUpdate::update() { if( m_activeDocker == INVALID_ID && !m_dockCrippled ) { - // if setDockCrippled has been called, I will never give enterance permission. + // if setDockCrippled has been called, I will never give entrance permission. for( size_t positionIndex = 0; positionIndex < m_approachPositionReached.size(); ++positionIndex ) { if( m_approachPositionReached[positionIndex] ) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp index 044d2ceeb3e..139f0b992ba 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp @@ -1269,7 +1269,7 @@ void PhysicsBehavior::onCollide( Object *other, const Coord3D *loc, const Coord3 // nuke the velocity. why? very simple: we want to ignore the previous vel in favor of // this. in theory, we could be clever and calculate the right force to apply to achieve this, - // but then if we were still colliding next frame, we'd get a sudden 'aceleration' of bounce + // but then if we were still colliding next frame, we'd get a sudden 'acceleration' of bounce // that would look freakish. so cheat. m_vel.x = 0; m_vel.y = 0; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp index 9d559b0250a..601c63bb066 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp @@ -90,7 +90,7 @@ void DefaultProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoorTyp newObj->setOrientation( exitAngle ); newObj->setLayer( creationObject->getLayer() ); - /** @todo This really should be automatically wrapped up in an actication sequence + /** @todo This really should be automatically wrapped up in an activation sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp index 500b6aad80c..12189e6fec2 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp @@ -125,7 +125,7 @@ void QueueProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoorType } - /** @todo This really should be automatically wrapped up in an actication sequence + /** @todo This really should be automatically wrapped up in an activation sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp index a330a09f1e6..689e149035f 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp @@ -103,7 +103,7 @@ void SpawnPointProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoor newObj->setOrientation( createAngle ); newObj->setLayer(creationObject->getLayer()); - /** @todo This really should be automatically wrapped up in an actication sequence + /** @todo This really should be automatically wrapped up in an activation sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp index 1002ca3d90e..7951bf8a934 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp @@ -89,7 +89,7 @@ void SupplyCenterProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDo newObj->setPosition( &createPoint ); newObj->setOrientation( exitAngle ); - /** @todo This really should be automatically wrapped up in an actication sequence + /** @todo This really should be automatically wrapped up in an activation sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 855d0942706..0a37834a4ed 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -3443,7 +3443,7 @@ void GameLogic::destroyObject( Object *obj ) if (!obj || obj->isDestroyed()) return; - // run the object onDestroy event if provied + // run the object onDestroy event if provided for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m) { DestroyModuleInterface* destroy = (*m)->getDestroy(); @@ -4261,7 +4261,7 @@ void GameLogic::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferObjectID( &m_nextObjectID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and indentifier pairs. this + // xfer a table of contents that contain thing template and identifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h index b72d30f9d6b..46a7cb3cc59 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h @@ -38,7 +38,7 @@ // // Created: Colin Day, June 2001 // -// Desc: W3D implemenations for the game windowing system +// Desc: W3D implementations for the game windowing system // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// @@ -56,7 +56,7 @@ // TYPE DEFINES /////////////////////////////////////////////////////////////// // W3DGameWindow -------------------------------------------------------------- -/** W3D implemenation for a game window */ +/** W3D implementation for a game window */ // ---------------------------------------------------------------------------- class W3DGameWindow : public GameWindow { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index 25b40d5ad5c..d2e0c2d5dd4 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp @@ -383,7 +383,7 @@ void W3DInGameUI::reset( void ) } //------------------------------------------------------------------------------------------------- -/** Draw member for the W3D implemenation of the game user interface */ +/** Draw member for the W3D implementation of the game user interface */ //------------------------------------------------------------------------------------------------- void W3DInGameUI::draw( void ) { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp index 7332c3c7d3b..3858911f845 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp @@ -154,7 +154,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if( TheInGameUI && TheInGameUI->isInWaypointMode() ) { //Create a default light environment with no lights and only full ambient. - //@todo: Fix later by copying default scene light environement from W3DScene.cpp. + //@todo: Fix later by copying default scene light environment from W3DScene.cpp. LightEnvironmentClass lightEnv; lightEnv.Reset(Vector3(0,0,0), Vector3(1.0f,1.0f,1.0f)); lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform()); @@ -207,7 +207,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if (TheInGameUI) { //Create a default light environment with no lights and only full ambient. - //@todo: Fix later by copying default scene light environement from W3DScene.cpp. + //@todo: Fix later by copying default scene light environment from W3DScene.cpp. LightEnvironmentClass lightEnv; lightEnv.Reset(Vector3(0,0,0), Vector3(1.0f,1.0f,1.0f)); lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform()); diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h b/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h index dcd5a2d18d1..d7843bdd224 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator Int m_objective; Bool m_teamExists; ///< is there a currently selected "team"? - // these are for determining if a drag occurred or it wasjust a sloppy click + // these are for determining if a drag occurred or it was just a sloppy click ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end UnsignedInt m_mouseRightDown; // when the mouse down happened diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h index a49f4efffed..5f2f0347665 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int) GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING, GWM_WHEEL_UP, GWM_WHEEL_DOWN, GWM_CHAR, GWM_SCRIPT_CREATE, - // note that GWM_MOUSE_POS is only actually propogated to windows if the static + // note that GWM_MOUSE_POS is only actually propagated to windows if the static // sendMousePosMessages is set to true in the window manager file. See the - // comment on the static declaration for addtional info + // comment on the static declaration for additional info GWM_INPUT_FOCUS, GWM_MOUSE_POS, GWM_IME_CHAR, GWM_IME_STRING diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h index ccd6c6a1689..74ec585f33d 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -635,7 +635,7 @@ class ParticleSystem : public MemoryPoolObject, EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; } ParticlePriorityType getPriority() const { return m_priority; } - // Access to wind motoin + // Access to wind motion Real getWindAngle( void ) { return m_windAngle; } WindMotion getWindMotion( void ) { return m_windMotion; } diff --git a/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp b/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp index e4b39574979..809f59f5ffa 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp @@ -928,7 +928,7 @@ TranslatorID MessageStream::attachTranslator( GameMessageTranslator *translator, return newSS->m_id; } - // seach the Translator list for our priority location + // search the Translator list for our priority location for( ss=m_firstTranslator; ss; ss=ss->m_next ) if (ss->m_priority > newSS->m_priority) break; diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index cff82dadd90..90ab531654f 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -204,7 +204,7 @@ void BuildAssistant::update( void ) { Real previousConstructionPercent = obj->getConstructionPercent(); - // do the constructoin + // do the construction obj->setConstructionPercent( previousConstructionPercent - (100.0f / TOTAL_FRAMES_TO_SELL_OBJECT) ); // diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index 36d78f4211b..712991a7031 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -24,7 +24,7 @@ // FILE: ControlBarMultiSelect.cpp //////////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 -// Desc: Context sensitive GUI for when you select mutiple objects. What we do is show +// Desc: Context sensitive GUI for when you select multiple objects. What we do is show // the commands that you can use between them all /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index 841ddaf5a0e..d1264a227ac 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -63,7 +63,7 @@ UnsignedInt WindowLayoutCurrentVersion = 2; /////////////////////////////////////////////////////////////////////////////////////////////////// // -// with this statis set to true, the window system will propogate mouse position +// with this status set to true, the window system will propagate mouse position // messages to windows. You may want to disable this if you feel the mouse position // messages are "spamming" your window and making a particular debuggin situation // difficult. Make sure you do enable this before you check in again tho because diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index fea307e8310..0e99aad5e3a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -2523,7 +2523,7 @@ void PathfindZoneManager::markZonesDirty( Bool insert ) ///< Called when the zo /** * Calculate zones. A zone is an area of the same terrain - clear, water or cliff. - * The utility of zones is that if current location and destiontion are in the same zone, + * The utility of zones is that if current location and destination are in the same zone, * you can successfully pathfind. * If you are a multiple terrain vehicle, like amphibious transport, the lookup is a little more * complicated. diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp index bec1bc96780..3f093ddc5ca 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -770,7 +770,7 @@ void Object::onDestroy() (*b)->onDelete(); } - //Have to remove ourself from looking as well. RebuildHoleWorkers definately hit here. + //Have to remove ourself from looking as well. RebuildHoleWorkers definitely hit here. handlePartitionCellMaintenance(); } @@ -4822,7 +4822,7 @@ Bool Object::hasGhostObject() const } //------------------------------------------------------------------------------------------------- -/// We have moved a 'significant' amount, so do maintenence that can be considered 'cell-based' +/// We have moved a 'significant' amount, so do maintenance that can be considered 'cell-based' void Object::onPartitionCellChange() { handlePartitionCellMaintenance(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp index eb81af5cb3b..0e2f8f0c0ff 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp @@ -1394,7 +1394,7 @@ void PhysicsBehavior::onCollide( Object *other, const Coord3D *loc, const Coord3 // nuke the velocity. why? very simple: we want to ignore the previous vel in favor of // this. in theory, we could be clever and calculate the right force to apply to achieve this, - // but then if we were still colliding next frame, we'd get a sudden 'aceleration' of bounce + // but then if we were still colliding next frame, we'd get a sudden 'acceleration' of bounce // that would look freakish. so cheat. m_vel.x = 0; m_vel.y = 0; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 569b01943c6..d399e00cc1b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -908,7 +908,7 @@ static void populateRandomStartPosition( GameInfo *game ) else { // We're the first real spot. Pick randomly. - // This while loop shouldn't be neccessary, since we're first. Why not, though? + // This while loop shouldn't be necessary, since we're first. Why not, though? while (posIdx == -1) { posIdx = GameLogicRandomValue(0, numPlayers-1); @@ -3984,7 +3984,7 @@ void GameLogic::destroyObject( Object *obj ) if (!obj || obj->isDestroyed()) return; - // run the object onDestroy event if provied + // run the object onDestroy event if provided for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m) { DestroyModuleInterface* destroy = (*m)->getDestroy(); @@ -4821,7 +4821,7 @@ void GameLogic::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferObjectID( &m_nextObjectID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and indentifier pairs. this + // xfer a table of contents that contain thing template and identifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // From 7005f7dbde15061bdf8f52b75aa8c6f5f123f569 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Sun, 18 Jan 2026 17:45:39 -0600 Subject: [PATCH 2/7] docs: Fix spelling errors in Include, GameEngineDevice, Libraries, and Tools comments --- Generals/Code/GameEngine/Include/Common/Energy.h | 2 +- Generals/Code/GameEngine/Include/Common/FunctionLexicon.h | 2 +- Generals/Code/GameEngine/Include/Common/GameStateMap.h | 2 +- Generals/Code/GameEngine/Include/Common/Thing.h | 2 +- Generals/Code/GameEngine/Include/GameClient/ControlBar.h | 4 ++-- .../Code/GameEngine/Include/GameClient/ControlBarScheme.h | 2 +- Generals/Code/GameEngine/Include/GameClient/Display.h | 2 +- Generals/Code/GameEngine/Include/GameClient/Gadget.h | 2 +- .../Code/GameEngine/Include/GameClient/GadgetComboBox.h | 2 +- Generals/Code/GameEngine/Include/GameClient/GameWindow.h | 8 ++++---- .../GameEngine/Include/GameClient/GameWindowManager.h | 2 +- Generals/Code/GameEngine/Include/GameClient/Image.h | 2 +- Generals/Code/GameEngine/Include/GameClient/ParticleSys.h | 2 +- .../GameEngine/Include/GameClient/ProcessAnimateWindow.h | 2 +- Generals/Code/GameEngine/Include/GameLogic/GameLogic.h | 2 +- .../Code/GameEngine/Include/GameLogic/Module/DamDie.h | 2 +- .../GameLogic/Module/DefaultProductionExitUpdate.h | 2 +- .../GameLogic/Module/DynamicShroudClearingRangeUpdate.h | 2 +- .../GameLogic/Module/FireWeaponWhenDamagedBehavior.h | 2 +- .../GameEngine/Include/GameLogic/Module/FloatUpdate.h | 2 +- .../Include/GameLogic/Module/ObjectDefectionHelper.h | 2 +- .../GameEngine/Include/GameLogic/Module/ObjectHelper.h | 2 +- .../GameEngine/Include/GameLogic/Module/ObjectSMCHelper.h | 2 +- .../Include/GameLogic/Module/ObjectWeaponStatusHelper.h | 2 +- .../GameEngine/Include/GameLogic/Module/OverlordContain.h | 2 +- .../Include/GameLogic/Module/ProductionUpdate.h | 2 +- .../Include/GameLogic/Module/QueueProductionExitUpdate.h | 2 +- .../GameLogic/Module/SpawnPointProductionExitUpdate.h | 4 ++-- .../GameLogic/Module/SupplyCenterProductionExitUpdate.h | 4 ++-- .../Code/GameEngine/Include/GameLogic/PartitionManager.h | 2 +- Generals/Code/GameEngine/Include/GameLogic/Scripts.h | 2 +- Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h | 2 +- .../Include/W3DDevice/GameClient/W3DGadget.h | 2 +- .../Include/Win32Device/GameClient/Win32DIMouse.h | 2 +- .../W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp | 2 +- .../W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp | 6 +++--- .../Source/W3DDevice/GameClient/W3DAssetManager.cpp | 4 ++-- .../Source/W3DDevice/GameClient/W3DDisplayString.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DGameClient.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DInGameUI.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DScene.cpp | 2 +- .../Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp | 2 +- .../Source/W3DDevice/GameLogic/W3DGhostObject.cpp | 2 +- .../Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp | 2 +- .../Source/Win32Device/GameClient/Win32DIMouse.cpp | 4 ++-- Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h | 4 ++-- Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp | 4 ++-- Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h | 4 ++-- Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp | 4 ++-- Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h | 2 +- Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h | 4 ++-- Generals/Code/Tools/GUIEdit/Include/GUIEdit.h | 2 +- Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h | 2 +- Generals/Code/Tools/GUIEdit/Include/LayoutScheme.h | 2 +- Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp | 6 +++--- .../Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp | 2 +- Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp | 2 +- Generals/Code/Tools/GUIEdit/Source/LayoutScheme.cpp | 2 +- Generals/Code/Tools/GUIEdit/Source/WinMain.cpp | 2 +- Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp | 2 +- .../W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp | 2 +- .../W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp | 4 ++-- .../Source/W3DDevice/GameClient/W3DAssetManager.cpp | 4 ++-- .../Source/W3DDevice/GameClient/W3DInGameUI.cpp | 2 +- .../Source/Win32Device/GameClient/Win32DIMouse.cpp | 4 ++-- .../Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h | 4 ++-- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h | 4 ++-- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h | 2 +- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp | 4 ++-- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h | 2 +- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h | 4 ++-- GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h | 2 +- GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp | 6 +++--- 87 files changed, 113 insertions(+), 113 deletions(-) diff --git a/Generals/Code/GameEngine/Include/Common/Energy.h b/Generals/Code/GameEngine/Include/Common/Energy.h index ecdda0f2f6f..358cf1a2df2 100644 --- a/Generals/Code/GameEngine/Include/Common/Energy.h +++ b/Generals/Code/GameEngine/Include/Common/Energy.h @@ -44,7 +44,7 @@ #pragma once -// INLCUDES ///////////////////////////////////////////////////////////////////////////////////// +// Includes ///////////////////////////////////////////////////////////////////////////////////// #include "Common/Snapshot.h" // ---------------------------------------------------------------------------------------------- diff --git a/Generals/Code/GameEngine/Include/Common/FunctionLexicon.h b/Generals/Code/GameEngine/Include/Common/FunctionLexicon.h index e75b7172bda..8426652bb65 100644 --- a/Generals/Code/GameEngine/Include/Common/FunctionLexicon.h +++ b/Generals/Code/GameEngine/Include/Common/FunctionLexicon.h @@ -89,7 +89,7 @@ class FunctionLexicon : public SubsystemInterface // mapping of a symbol to a function address. However, when compiling // in release, functions that have the same arguments and the same // body (mainly empty stub functions) get optimized to the - // SAME ADDRESS. That destroyes our 1 to 1 mapping so it is something + // SAME ADDRESS. That destroys our 1 to 1 mapping so it is something // that we must avoid // // translate a function pointer to its symbolic name diff --git a/Generals/Code/GameEngine/Include/Common/GameStateMap.h b/Generals/Code/GameEngine/Include/Common/GameStateMap.h index bbfad135a5c..a62306ce59d 100644 --- a/Generals/Code/GameEngine/Include/Common/GameStateMap.h +++ b/Generals/Code/GameEngine/Include/Common/GameStateMap.h @@ -29,7 +29,7 @@ #pragma once -// INLCUDES /////////////////////////////////////////////////////////////////////////////////////// +// Includes /////////////////////////////////////////////////////////////////////////////////////// #include "Common/Snapshot.h" #include "Common/SubsystemInterface.h" diff --git a/Generals/Code/GameEngine/Include/Common/Thing.h b/Generals/Code/GameEngine/Include/Common/Thing.h index 905ad0b7897..78eef69ab53 100644 --- a/Generals/Code/GameEngine/Include/Common/Thing.h +++ b/Generals/Code/GameEngine/Include/Common/Thing.h @@ -145,7 +145,7 @@ class Thing : public MemoryPoolObject protected: - // Virtual method since objects can be on bridges and need to calculate heigh above terrain differently. + // Virtual method since objects can be on bridges and need to calculate height above terrain differently. virtual Real calculateHeightAboveTerrain(void) const; // Calculates the actual height above terrain. Doesn't use cache. virtual Object *asObjectMeth() { return nullptr; } diff --git a/Generals/Code/GameEngine/Include/GameClient/ControlBar.h b/Generals/Code/GameEngine/Include/GameClient/ControlBar.h index 58fc87f96d9..05e4f6257b7 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ControlBar.h +++ b/Generals/Code/GameEngine/Include/GameClient/ControlBar.h @@ -189,7 +189,7 @@ enum GUICommandType CPP_11(: Int) GUI_COMMAND_COMBATDROP, ///< rappel contents to ground or bldg GUI_COMMAND_SWITCH_WEAPON, ///< switch weapon use - //Context senstive command modes + //Context sensitive command modes GUICOMMANDMODE_HIJACK_VEHICLE, GUICOMMANDMODE_CONVERT_TO_CARBOMB, #ifdef ALLOW_SURRENDER @@ -805,7 +805,7 @@ class ControlBar : public SubsystemInterface /// post process step, after all commands and command sets are loaded void postProcessCommands( void ); - // the following methods are for resetting data for vaious contexts + // the following methods are for resetting data for various contexts void resetCommonCommandData( void ); /// reset shared command data void resetContainData( void ); /// reset container data we use to tie controls to objects IDs for containment void resetBuildQueueData( void ); /// reset the build queue data we use to die queue entires to control diff --git a/Generals/Code/GameEngine/Include/GameClient/ControlBarScheme.h b/Generals/Code/GameEngine/Include/GameClient/ControlBarScheme.h index b564a27563a..10871b80738 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ControlBarScheme.h +++ b/Generals/Code/GameEngine/Include/GameClient/ControlBarScheme.h @@ -81,7 +81,7 @@ class ControlBarSchemeImage ICoord2D m_size; ///< the size of the image needed when we draw it Image *m_image; ///< the actual pointer to the mapped image - // m_layer is where the image will get drawn, everything in layer 0-2 gets drawn during the forground draw + // m_layer is where the image will get drawn, everything in layer 0-2 gets drawn during the foreground draw // the layers 3-5 gets drawn during the background draw Int m_layer; //layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top }; diff --git a/Generals/Code/GameEngine/Include/GameClient/Display.h b/Generals/Code/GameEngine/Include/GameClient/Display.h index 1f213388e99..33238a7a450 100644 --- a/Generals/Code/GameEngine/Include/GameClient/Display.h +++ b/Generals/Code/GameEngine/Include/GameClient/Display.h @@ -133,7 +133,7 @@ class Display : public SubsystemInterface virtual void drawFillRect( Int startX, Int startY, Int width, Int height, UnsignedInt color ) = 0; - /// Draw a percentage of a rectange, much like a clock + /// Draw a percentage of a rectangle, much like a clock virtual void drawRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) = 0; virtual void drawRemainingRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) = 0; diff --git a/Generals/Code/GameEngine/Include/GameClient/Gadget.h b/Generals/Code/GameEngine/Include/GameClient/Gadget.h index e41c82efff4..bea4f209651 100644 --- a/Generals/Code/GameEngine/Include/GameClient/Gadget.h +++ b/Generals/Code/GameEngine/Include/GameClient/Gadget.h @@ -121,7 +121,7 @@ enum GWS_PROGRESS_BAR, }; -// Gadget paramaters +// Gadget parameters enum { diff --git a/Generals/Code/GameEngine/Include/GameClient/GadgetComboBox.h b/Generals/Code/GameEngine/Include/GameClient/GadgetComboBox.h index 0644183c913..51589981437 100644 --- a/Generals/Code/GameEngine/Include/GameClient/GadgetComboBox.h +++ b/Generals/Code/GameEngine/Include/GameClient/GadgetComboBox.h @@ -72,7 +72,7 @@ extern void *GadgetComboBoxGetItemData( GameWindow *comboBox, Int index ); extern Int GadgetComboBoxGetLength( GameWindow *comboBox ); extern void GadgetComboBoxHideList( GameWindow *comboBox ); -// Functions that set the ComboBoxData Paramaters +// Functions that set the ComboBoxData Parameters extern void GadgetComboBoxSetAsciiOnly(GameWindow *comboBox, Bool isAsciiOnly ); extern void GadgetComboBoxSetLettersAndNumbersOnly(GameWindow *comboBox, Bool isLettersAndNumbersOnly ); extern void GadgetComboBoxSetMaxChars( GameWindow *comboBox, Int maxChars ); diff --git a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h index d083a6d671a..50cde2ca1b6 100644 --- a/Generals/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/Generals/Code/GameEngine/Include/GameClient/GameWindow.h @@ -220,7 +220,7 @@ struct GameWindowEditData // GameWindow ----------------------------------------------------------------- /** Class definition for a game window. These are the basic elements of the - * whole windowing sytem, all windows are GameWindows, as are all GUI controls + * whole windowing system, all windows are GameWindows, as are all GUI controls * etc. */ //----------------------------------------------------------------------------- class GameWindow : public MemoryPoolObject @@ -324,7 +324,7 @@ friend class GameWindowManager; virtual void *winGetUserData( void ); ///< get the window user data void winSetUserData( void *userData ); ///< set the user data - // heirarchy methods + // hierarchy methods Int winSetParent( GameWindow *parent ); ///< set parent GameWindow *winGetParent( void ); ///< get parent Bool winIsChild( GameWindow *child ); ///< verifies parent @@ -357,11 +357,11 @@ friend class GameWindowManager; Bool winPointInWindow( Int x, Int y ); /**is point inside this window? also return TRUE if point is in a child */ - /** given a piont, return the child window which contains the mouse pointer, + /** given a point, return the child window which contains the mouse pointer, if the point is not in a chilc, the function returns the 'window' paramater back to the caller */ GameWindow *winPointInChild( Int x, Int y, Bool ignoreEnableCheck = FALSE, Bool playDisabledSound = FALSE ); - /** finds the child which contains the mouse pointer - reguardless of + /** finds the child which contains the mouse pointer - regardless of the enabled status of the child */ GameWindow *winPointInAnyChild( Int x, Int y, Bool ignoreHidden, Bool ignoreEnableCheck = FALSE ); diff --git a/Generals/Code/GameEngine/Include/GameClient/GameWindowManager.h b/Generals/Code/GameEngine/Include/GameClient/GameWindowManager.h index 3e299f29ba5..12fc7217cdb 100644 --- a/Generals/Code/GameEngine/Include/GameClient/GameWindowManager.h +++ b/Generals/Code/GameEngine/Include/GameClient/GameWindowManager.h @@ -217,7 +217,7 @@ friend class GameWindow; virtual Int winDestroyAll( void ); ///< destroy all windows in the system virtual GameWindow *winGetWindowList( void ); ///< get head of master list - /// hide all windows in a certain range of id's (inclusinve ); + /// hide all windows in a certain range of id's (inclusive ); virtual void hideWindowsInRange( GameWindow *baseWindow, Int first, Int last, Bool hideFlag ); /// enable all windows in a range of id's (inclusive) diff --git a/Generals/Code/GameEngine/Include/GameClient/Image.h b/Generals/Code/GameEngine/Include/GameClient/Image.h index 8b24a35a72c..cb6709f8468 100644 --- a/Generals/Code/GameEngine/Include/GameClient/Image.h +++ b/Generals/Code/GameEngine/Include/GameClient/Image.h @@ -68,7 +68,7 @@ MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( Image, "Image" ); public: Image( void ); - // virtual desctructor defined by memory pool object + // virtual destructor defined by memory pool object void setName( AsciiString name ); ///< set image name AsciiString getName( void ) const; ///< return name diff --git a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h index 0eba8e0b76e..076cb172110 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/Generals/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -791,7 +791,7 @@ class ParticleSystemManager : public SubsystemInterface, virtual void preloadAssets( TimeOfDay timeOfDay ); - // these are only for use by partcle systems to link and unlink themselves + // these are only for use by particle systems to link and unlink themselves void friend_addParticleSystem( ParticleSystem *particleSystemToAdd ); void friend_removeParticleSystem( ParticleSystem *particleSystemToRemove ); diff --git a/Generals/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h b/Generals/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h index 245cc4e7cb2..befd4d57c39 100644 --- a/Generals/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h +++ b/Generals/Code/GameEngine/Include/GameClient/ProcessAnimateWindow.h @@ -41,7 +41,7 @@ // purpose: If a new animation is wanted to be added for the windows, All you // have to do is create a new class derived from ProcessAnimateWindow. // Then setup each of the virtual classes to process an AnimateWindow -// class. The Update adn reverse functions get called every frame +// class. The Update and reverse functions get called every frame // by the shell and will continue to process the AdminWin until the // isFinished flag on the adminWin is set to true. // diff --git a/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h b/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h index 875f60e3b2a..ec6e60bb01d 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h +++ b/Generals/Code/GameEngine/Include/GameLogic/GameLogic.h @@ -103,7 +103,7 @@ class GameLogic : public SubsystemInterface, public Snapshot GameLogic( void ); virtual ~GameLogic(); - // subsytem methods + // subsystem methods virtual void init( void ); ///< Initialize or re-initialize the instance virtual void reset( void ); ///< Reset the logic system virtual void update( void ); ///< update the world diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/DamDie.h b/Generals/Code/GameEngine/Include/GameLogic/Module/DamDie.h index 6be4b927961..3e7c5fce4e2 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/DamDie.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/DamDie.h @@ -56,7 +56,7 @@ class DamDie : public DieModule public: DamDie( Thing *thing, const ModuleData* moduleData ); - // virtual destructor prorotype provided by MemoryPoolObject + // virtual destructor prototype provided by MemoryPoolObject virtual void onDie( const DamageInfo *damageInfo ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h index 62dc454a5b6..fa4cfb94a6b 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/DefaultProductionExitUpdate.h @@ -76,7 +76,7 @@ class DefaultProductionExitUpdate : public UpdateModule, public ExitInterface DefaultProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // Required funcs to fufill interface requirements + // Required funcs to fulfill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ) { return DOOR_1; } virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/DynamicShroudClearingRangeUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/DynamicShroudClearingRangeUpdate.h index aeb8eb9d757..582e9cafb3e 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/DynamicShroudClearingRangeUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/DynamicShroudClearingRangeUpdate.h @@ -111,7 +111,7 @@ class DynamicShroudClearingRangeUpdate : public UpdateModule UnsignedInt m_sustainDeadline; UnsignedInt m_shrinkStartDeadline; UnsignedInt m_doneForeverFrame; ///< Just in case interval and state timing goes awry - ///< This supercedes and makes us quit + ///< This supersedes and makes us quit UnsignedInt m_changeIntervalCountdown;///< How long till I change my vision range again diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h b/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h index 4eb7c8893a5..8ad3082431c 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/FireWeaponWhenDamagedBehavior.h @@ -112,7 +112,7 @@ class FireWeaponWhenDamagedBehavior : public UpdateModule, FireWeaponWhenDamagedBehavior( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // module methids + // module methods static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_UPGRADE) | (MODULEINTERFACE_DAMAGE); } // BehaviorModule diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/FloatUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/FloatUpdate.h index 0c174ee6025..2b7b2ca47c9 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/FloatUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/FloatUpdate.h @@ -24,7 +24,7 @@ // FILE: FloatUpdate.h //////////////////////////////////////////////////////////////////////////// // Author: Colin Day, May 2002 -// Desc: Floting on water update +// Desc: Floating on water update /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectDefectionHelper.h b/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectDefectionHelper.h index 27a8ea53fe4..60343b19c86 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectDefectionHelper.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectDefectionHelper.h @@ -24,7 +24,7 @@ // FILE: ObjectDefectionHelper.h ////////////////////////////////////////////////////////////////// // Author: Steven Johnson, Colin Day - September 202 -// Desc: Object helpder - defection +// Desc: Object helper - defection /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectHelper.h b/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectHelper.h index c36df7483d4..0b1ea54f163 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectHelper.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectHelper.h @@ -24,7 +24,7 @@ // FILE: ObjectHelper.h /////////////////////////////////////////////////////////////////////////// // Author: Steven Johnson, Colin Day - September 202 -// Desc: Object helpder +// Desc: Object helper /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectSMCHelper.h b/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectSMCHelper.h index d43bf6ff9c5..48539043364 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectSMCHelper.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectSMCHelper.h @@ -24,7 +24,7 @@ // FILE: ObjectSMCHelper.h //////////////////////////////////////////////////////////////////////// // Author: Steven Johnson, Colin Day - September 202 -// Desc: Object helpder - SMC +// Desc: Object helper - SMC /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectWeaponStatusHelper.h b/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectWeaponStatusHelper.h index 5f90b503701..aa31747d0e5 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectWeaponStatusHelper.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/ObjectWeaponStatusHelper.h @@ -24,7 +24,7 @@ // FILE: ObjectWeaponStatusHelper.h /////////////////////////////////////////////////////////////// // Author: Steven Johnson, Colin Day - September 202 -// Desc: Object helpder - WeaponStatus +// Desc: Object helper - WeaponStatus /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h b/Generals/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h index a9924377f33..c40d9fe4e20 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/OverlordContain.h @@ -95,7 +95,7 @@ class OverlordContain : public TransportContain virtual Bool getContainerPipsToShow(Int& numTotal, Int& numFull); private: - /**< An empty overlord is a conatiner, but a full one redirects calls to its passengers. If this returns nullptr, + /**< An empty overlord is a container, but a full one redirects calls to its passengers. If this returns null, we are either empty or carrying a non container. */ ContainModuleInterface *getRedirectedContain() const; ///< And this gets what are redirecting to. diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h index 878288bacb6..2b52d32e107 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h @@ -34,7 +34,7 @@ #include "GameLogic/Module/DieModule.h" #include "GameLogic/Module/UpdateModule.h" -// FORWARD REFERNCES ////////////////////////////////////////////////////////////////////////////// +// FORWARD References ////////////////////////////////////////////////////////////////////////////// class ProductionEntry; class ThingTemplate; class UpgradeTemplate; diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h index 7085e893683..7335f24a8f7 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/QueueProductionExitUpdate.h @@ -85,7 +85,7 @@ class QueueProductionExitUpdate : public UpdateModule, public ExitInterface QueueProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // Required funcs to fufill interface requirements + // Required funcs to fulfill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ); virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h index ab95c652937..02095d304db 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/SpawnPointProductionExitUpdate.h @@ -73,7 +73,7 @@ class SpawnPointProductionExitUpdate : public UpdateModule, public ExitInterface SpawnPointProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // Required funcs to fufill interface requirements + // Required funcs to fulfill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ); virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); @@ -91,7 +91,7 @@ class SpawnPointProductionExitUpdate : public UpdateModule, public ExitInterface Real m_worldAngleSpawnPoints[MAX_SPAWN_POINTS]; ///< And what direction they should face ObjectID m_spawnPointOccupier[MAX_SPAWN_POINTS]; ///< Who I think is in each spot. I can validate their existence to see if I am free to exit something. - // Required func to fufill Module requirement + // Required func to fulfill Module requirement private: void initializeBonePositions(); ///< Look up the bone positions and store them in world space coords diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h index 0ad6d8cf6f2..550631f8e67 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/SupplyCenterProductionExitUpdate.h @@ -74,7 +74,7 @@ class SupplyCenterProductionExitUpdate : public UpdateModule, public ExitInterfa SupplyCenterProductionExitUpdate( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration - // Required funcs to fufill interface requirements + // Required funcs to fulfill interface requirements virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check. virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ) { return DOOR_1; } virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor ); @@ -93,7 +93,7 @@ class SupplyCenterProductionExitUpdate : public UpdateModule, public ExitInterfa Coord3D m_rallyPoint; ///< Where units should move to after they have reached the "natural" rally point Bool m_rallyPointExists; ///< Only move to the rally point if this is true - // Required func to fufill Module requirement + // Required func to fulfill Module requirement }; inline void SupplyCenterProductionExitUpdate::setRallyPoint( const Coord3D *pos ) diff --git a/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h b/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h index e893104da1d..53e17b94084 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h +++ b/Generals/Code/GameEngine/Include/GameLogic/PartitionManager.h @@ -1304,7 +1304,7 @@ class PartitionManager : public SubsystemInterface, public Snapshot const PartitionCell *getCellAt(Int x, Int y) const; /// A convenience function to reveal shroud at some location - // Queueing does not give you control of the timestamp to enforce the queue. I own the delay, you don't. + // Queuing does not give you control of the timestamp to enforce the queue. I own the delay, you don't. void doShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask); void undoShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask); void queueUndoShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask ); diff --git a/Generals/Code/GameEngine/Include/GameLogic/Scripts.h b/Generals/Code/GameEngine/Include/GameLogic/Scripts.h index 4229f93572f..cfdd0bbeb56 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Scripts.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Scripts.h @@ -838,7 +838,7 @@ extern const char* const TheObjectFlagsNames[]; ConditionTemplates created in ScriptEngine::init. // SPECIAL NOTE ABOUT Skirmish Scripts: Please note that ALL Skirmish conditions should first pass a pSkirmishPlayerParm to -// prevet the necessity of having to write additional scripts for other players / skirmish types later. +// prevent the necessity of having to write additional scripts for other players / skirmish types later. */ class Condition : public MemoryPoolObject // This is the conditional class. diff --git a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h index 85bbe733755..462113ebc45 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h +++ b/Generals/Code/GameEngine/Include/GameLogic/TerrainLogic.h @@ -265,7 +265,7 @@ class TerrainLogic : public Snapshot, /// Return the closest waypoint on the labeled path virtual Waypoint *getClosestWaypointOnPath( const Coord3D *pos, AsciiString label ); - /// Return true if the waypoint path containint pWay is labeled with the label. + /// Return true if the waypoint path containing pWay is labeled with the label. virtual Bool isPurposeOfPath( Waypoint *pWay, AsciiString label ); /// Return the trigger area with the given name diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h index 71a5c97e747..da32cf9773a 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h @@ -38,7 +38,7 @@ // // Created: Colin Day, June 2001 // -// Desc: Implemtation details for various gadgets as they pertain to +// Desc: Implementation details for various gadgets as they pertain to // W3D will go here // //----------------------------------------------------------------------------- diff --git a/Generals/Code/GameEngineDevice/Include/Win32Device/GameClient/Win32DIMouse.h b/Generals/Code/GameEngineDevice/Include/Win32Device/GameClient/Win32DIMouse.h index a0c531ff772..529d433daa0 100644 --- a/Generals/Code/GameEngineDevice/Include/Win32Device/GameClient/Win32DIMouse.h +++ b/Generals/Code/GameEngineDevice/Include/Win32Device/GameClient/Win32DIMouse.h @@ -82,7 +82,7 @@ class DirectInputMouse : public Mouse /// device implementation to get mouse event virtual UnsignedByte getMouseEvent( MouseIO *result, Bool flush ); - // new internal methods for our direct input implemetation + // new internal methods for our direct input implementation void openMouse( void ); ///< create the direct input mouse void closeMouse( void ); ///< close and release mouse resources /// map direct input mouse data to our own format diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp index 7afabdada40..16a46f0c8a1 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp @@ -4062,7 +4062,7 @@ void W3DModelDraw::xfer( Xfer *xfer ) else { - // the vector must be emtpy + // the vector must be empty m_subObjectVec.clear(); // read each data item diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp index cf736e2b920..f7116e239e7 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp @@ -793,7 +793,7 @@ PolyNeighbor *W3DShadowGeometryMesh::GetPolyNeighbor( Int polyIndex ) // buildPolygonNeighbors ====================================================== // Whenever we set a new geometry we want to build some information about -// the faces in the new geometry so that we can efficienty traverse across +// the faces in the new geometry so that we can efficiently traverse across // the surface to neighboring polygons // ============================================================================ void W3DShadowGeometryMesh::buildPolygonNeighbors( void ) @@ -2321,7 +2321,7 @@ void W3DVolumetricShadow::buildSilhouette(Int meshIndex, Vector3 *lightPosObject // // ignore neighbors that are marked as processed as those - // onces have already detected edges if present + // ones have already detected edges if present // if( BitIsSet( otherNeighbor->status, POLY_PROCESSED ) ) continue; // for j @@ -3380,7 +3380,7 @@ void W3DVolumetricShadowManager::renderShadows( Bool forceStencilFill ) shadowDynamicTask=m_dynamicShadowVolumesToRender; while (shadowDynamicTask != shadowDynamicTasksStart) { //update() added a dynamic shadow - //dynamic shadow columes don't need to wait in queue since they + //dynamic shadow columns don't need to wait in queue since they //all use the same vertex buffer. Flush them ASAP. shadow->RenderVolume(shadowDynamicTask->m_meshIndex,shadowDynamicTask->m_lightIndex); //move to next dynamic task diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp index 775f8b1829b..950bec349eb 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp @@ -724,7 +724,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj( return rendobj; } - // create a new one based on exisiting prototype + // create a new one based on existing prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); @@ -1330,7 +1330,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj(const char * name,float scal } // create a new one based on - // exisiting prototype + // existing prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp index 41f1fe51bec..69a5611878c 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp @@ -189,7 +189,7 @@ void W3DDisplayString::draw( Int x, Int y, Color color, Color dropColor, Int xDr } // - // if our position has changed, or our colors have chagned, or our + // if our position has changed, or our colors have changed, or our // text data has changed, we need to redo the texture quads // if( needNewPolys || diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp index be3efb0db2a..2512389a917 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp @@ -85,7 +85,7 @@ void W3DGameClient::init( void ) } //------------------------------------------------------------------------------------------------- -/** Per frame udpate, note we are extending functionality */ +/** Per frame update, note we are extending functionality */ //------------------------------------------------------------------------------------------------- void W3DGameClient::update( void ) { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index d2e0c2d5dd4..7ee191cfdae 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp @@ -503,7 +503,7 @@ void W3DInGameUI::drawMoveHints( View *view ) } - // asign render objects to GUI data + // assign render objects to GUI data m_moveHintRenderObj[ i ] = hint; // note that 'anim' is returned from Get_HAnim with an AddRef, so we don't need to addref it again. diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp index 5b5d7901cd1..2d39c14e1f0 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp @@ -1236,7 +1236,7 @@ void renderStenciledPlayerColor( UnsignedInt color, UnsignedInt stencilRef, Bool DWORD oldColorWriteEnable=0x12345678; if (clear) { - //we want to clear the stencil buffer to some known value whereever a player index is stored + //we want to clear the stencil buffer to some known value wherever a player index is stored Int occludedMask=TheW3DShadowManager->getStencilShadowMask(); DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, 0x80808080 ); DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILMASK, occludedMask ); //isolate bits containing occluder|playerIndex diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp index 3858911f845..3b823c90c81 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp @@ -374,7 +374,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) numPoints++; - //and for that matter did we find a far side coner? + //and for that matter did we find a far side corner? if (pFarElbow)//did we find a nearest corner? { // but let's test the dot of the first elbow against the rally point to find out diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp index b4f35ec3602..6235d4e2e1e 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp @@ -1210,7 +1210,7 @@ void W3DGhostObjectManager::xfer( Xfer *xfer ) DEBUG_ASSERTCRASH( ghostObject != nullptr, ("W3DGhostObjectManager::xfer - Could not create ghost object for object '%s'", object->getTemplate()->getName().str()) ); - // link the ghost object and logical object togehter through partition/ghostObject dat + // link the ghost object and logical object together through partition/ghostObject dat DEBUG_ASSERTCRASH( object->friend_getPartitionData()->getGhostObject() == nullptr, ("W3DGhostObjectManager::xfer - Ghost object already on object '%s'", object->getTemplate()->getName().str()) ); diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp index 04284ef67a0..f48dabed885 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp @@ -135,7 +135,7 @@ Bool W3DTerrainLogic::loadMap( AsciiString filename , Bool query ) m_mapDX=terrainHeightMap->getXExtent(); m_mapDY=terrainHeightMap->getYExtent(); - // now, get all the boudnaries, and set the current active boundary to boundary 0. + // now, get all the boundaries, and set the current active boundary to boundary 0. m_boundaries = terrainHeightMap->getAllBoundaries(); m_activeBoundary = 0; diff --git a/Generals/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp b/Generals/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp index eb80ceef6ff..a4e10b857b2 100644 --- a/Generals/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp +++ b/Generals/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp @@ -330,7 +330,7 @@ DirectInputMouse::DirectInputMouse( void ) DirectInputMouse::~DirectInputMouse( void ) { - // relase all mouse resources + // release all mouse resources closeMouse(); // ShowCursor( TRUE ); @@ -411,7 +411,7 @@ void DirectInputMouse::setMouseLimits( void ) Mouse::setMouseLimits(); // - // when runing windowed we want to keep the mouse within the game + // when running windowed we want to keep the mouse within the game // window cause it's annoying to mouse out of the window and click // on a background window. // diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h index 2ef2495017d..abc7d2e8847 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h @@ -64,7 +64,7 @@ class VertexMaterialClass; ** to the root and be constructed symmetrically... ** ** NOTE3: OBBoxRenderObjClass is an oriented box which is aligned with its transform -** but can have a center point that is offest from the transform's origin. +** but can have a center point that is offset from the transform's origin. ** */ class BoxRenderObjClass : public RenderObjClass diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h index c56f3df5f19..ff1ee9eb466 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h @@ -201,7 +201,7 @@ class CameraClass : public RenderObjClass bool Cull_Sphere_On_Frustum_Sides(const SphereClass & sphere) const; bool Cull_Box(const AABoxClass & box) const; - // Various properties of the camera's frustum: These funcitons return a + // Various properties of the camera's frustum: These functions return a // pointer to the internal storage of the descriptions. there will be // 6 frustum planes, 8 corner points, see the implementations of these // functions for definitions on which points/planes are associated with diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp index bb19bf8df48..79403e6ec75 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp @@ -878,7 +878,7 @@ RenderObjClass* DazzleRenderObjClass::Clone(void) const // ---------------------------------------------------------------------------- // // DazzleRenderObjClass's Render() function doesn't actually render the dazzle -// immediatelly but just sets the dazzle visible. This is due to the way the +// immediately but just sets the dazzle visible. This is due to the way the // dazzle system works (the dazzles need to be rendered after everything else). // Having the Render() function flag the visibility offers us the visibility // functionality of the scene graph. diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp index 0e20057d1f8..b7ee4aa3c63 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp @@ -3146,7 +3146,7 @@ DX8Wrapper::Set_Render_Target(IDirect3DSwapChain8 *swap_chain) swap_chain->GetBackBuffer (0, D3DBACKBUFFER_TYPE_MONO, &render_target); // - // Set this back buffer as the render targer + // Set this back buffer as the render target // Set_Render_Target (render_target, true); diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h index 424474eadfc..ba41d6adf91 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h @@ -492,7 +492,7 @@ class DX8Wrapper static ZTextureClass* Get_Shadow_Map(int idx) { return Shadow_Map[idx]; } // for depth map support KJM ^ - // shader system udpates KJM v + // shader system updates KJM v static void Apply_Default_State(); static void Set_Vertex_Shader(DWORD vertex_shader); diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp index c79c159e47c..2b8ad39034c 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp @@ -123,7 +123,7 @@ void MatrixMapperClass::Set_Texture_Transform(const Matrix4x4 & view_to_texture, void MatrixMapperClass::Update_View_To_Pixel_Transform(float tex_size) { /* - ** Create a ViewToPixel matrix which also does all of the offseting and flipping that has + ** Create a ViewToPixel matrix which also does all of the offsetting and flipping that has ** to take place to get the actual texture coordinates. ** ** Here is a description of the math: diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp index 1127a75c8b3..c31c944e297 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp @@ -1231,7 +1231,7 @@ bool MeshClass::Cast_AABox(AABoxCollisionTestClass & boxtest) WWASSERT(Model); - // This function analyses the tranform to call optimized functions in certain cases + // This function analyses the transform to call optimized functions in certain cases bool hit = Model->Cast_World_Space_AABox(boxtest, Get_Transform()); if (hit) { diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h index 3ce352a6a1c..a4ccf5e3c5f 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h @@ -71,7 +71,7 @@ class WorldInfoClass ** material, and put them into strip order. ** ** To "build" a mesh: -** 1. Reset the builder with the number of polys you're going to sumbit +** 1. Reset the builder with the number of polys you're going to submit ** 2. Enable the vertex channels that you want ** 3. Submit each face in the form of a FaceClass ** 4. Call Build_Mesh @@ -177,7 +177,7 @@ class MeshBuilderClass /* ** To "build" a mesh: - ** 1. Reset the builder with the approximate number of polys you're going to sumbit, etc. + ** 1. Reset the builder with the approximate number of polys you're going to submit, etc. ** 3. Submit each face in the form of a FaceClass, set only the fields you need (leave others at default) ** 4. Call Build_Mesh */ diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h index becd10c9be5..7fcb8cd1a62 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h @@ -163,7 +163,7 @@ class MeshModelClass : public MeshGeometryClass ///////////////////////////////////////////////////////////////////////////////////// // Material interface, All of these functions call through to the current - // material decription. + // material description. ///////////////////////////////////////////////////////////////////////////////////// void Set_Pass_Count(int passes) { CurMatDesc->Set_Pass_Count(passes); } int Get_Pass_Count(void) const { return CurMatDesc->Get_Pass_Count(); } diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp index 71f0fbc4d68..d3a465e2108 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp @@ -1499,7 +1499,7 @@ WW3DErrorType MeshModelClass::read_stage_texcoords(ChunkLoadClass & cload,MeshLo } /* - ** Read in the texture coordiantes + ** Read in the texture coordinates */ elementcount = cload.Cur_Chunk_Length() / sizeof (W3dTexCoordStruct); uvs = context->Get_Temporary_UV_Array(elementcount); @@ -1544,7 +1544,7 @@ WW3DErrorType MeshModelClass::read_per_face_texcoord_ids (ChunkLoadClass &cload, // } /* - ** Read in the texture coordiante indices + ** Read in the texture coordinate indices ** There must be polygon count vectors in this chunk. */ size = sizeof (Vector3i) * Get_Polygon_Count(); diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp index 0f8585efd8e..2ca89637289 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp @@ -673,7 +673,7 @@ RenderObjClass * ParticleBufferClass::Clone(void) const int ParticleBufferClass::Get_Num_Polys(void) const { - // Currently in particle buffers, the cost happens to be equal to thwe polygon count. + // Currently in particle buffers, the cost happens to be equal to the polygon count. return (int)Get_Cost(); } diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h index 66ad90c5014..2937552a795 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h @@ -250,7 +250,7 @@ class ParticleBufferClass : public RenderObjClass // Get new particles from the emitter and write them into the circular // particle buffer, possibly overwriting older particles. Perform - // partial-interval upddate on them as well. + // partial-interval update on them as well. void Get_New_Particles(void); // Kill all remaining particles which will be above their maxage at the diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h index e6beffa1211..49ae3794cde 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h @@ -276,14 +276,14 @@ class ParticleEmitterClass : public RenderObjClass // Used to build a list of filenames this emitter is dependent on virtual void Add_Dependencies_To_List (DynamicVectorClass &file_list, bool textures_only = false); - // This method is called each time the visiblity state of the emitter changes. + // This method is called each time the visibility state of the emitter changes. virtual void Update_On_Visibility (void); private: // Collision sphere is a point - emitter emits also when not visible, // so this is only important to avoid affecting the collision spheres - // of heirarchy objects into which the emitter is inserted. + // of hierarchy objects into which the emitter is inserted. virtual void Update_Cached_Bounding_Volumes(void) const; // Create new particles and pass them to the particle buffer. Receives diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h index 3ebf438e4fb..4148c6c6191 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h @@ -139,7 +139,7 @@ class Render2DClass : public W3DMPO void Set_Hidden( bool hide ) { IsHidden = hide; } - // Z-value support (this is usefull for playing tricks with the z-buffer) + // Z-value support (this is useful for playing tricks with the z-buffer) void Set_Z_Value (float z_value) { ZValue = z_value; } // Move all verts diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp index d49ff840bb0..5aefecb1c89 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp @@ -45,7 +45,7 @@ * SimpleSceneClass::~SimpleSceneClass -- destructor * * SimpleSceneClass::Add_Render_Object -- add a render object to the scene * * SimpleSceneClass::Remove_Render_Object -- remove a render object from this scene * - * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * + * SimpleSceneClass::Visiblity_Check -- set the visibility status of the render objects * * SimpleSceneClass::Render -- internal scene rendering function * * SimpleSceneClass::Render -- Render this scene * * SimpleSceneClass::Create_Iterator -- create an iterator for this scene * @@ -430,7 +430,7 @@ void SimpleSceneClass::Unregister(RenderObjClass * obj,RegType for_what) /*********************************************************************************************** - * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * + * SimpleSceneClass::Visiblity_Check -- set the visibility status of the render objects * * * * INPUT: * * * diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h index 20fc4a6e1be..93dde9d34b4 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h @@ -72,7 +72,7 @@ class SceneIterator ** SceneClass ** This is a bunch of render objects that define a 3D scene. ** The requirements of a SceneClass are: -** - The ablility to pass its renderobject's internal surrender representation +** - The ability to pass its renderobject's internal surrender representation ** to surrender when asked in the Render method. ** - The ability to add and remove render objects from the scene ** - The ability to create an iterator for the user which uses the diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h index 251d94cecc4..1bf73c4fd86 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h @@ -257,7 +257,7 @@ class VertexMaterialClass : public W3DMPO, public RefCountClass */ void Apply(void) const; /* - ** Apply the render states corresponding to a nullptr vetex material to D3D + ** Apply the render states corresponding to a null vertex material to D3D */ static void Apply_Null(void); unsigned long Compute_CRC(void) const; diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h index 4682183dfe4..879cddf1b5a 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h @@ -1686,7 +1686,7 @@ struct W3dCollectionHeaderStruct #define W3D_CURRENT_PLACEHOLDER_VERSION W3D_MAKE_VERSION(1,0) // -// Note: This structure is follwed directly by an array of char's 'name_len' in length +// Note: This structure is followed directly by an array of char's 'name_len' in length // which specify the name of the placeholder object in our Commando-level editor. // struct W3dPlaceholderStruct @@ -2187,7 +2187,7 @@ struct W3dNullObjectStruct #define W3D_CURRENT_SOUNDROBJ_VERSION 0x00010000 // -// Note: This structure is follwed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) +// Note: This structure is followed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) // that contains an embedded AudibleSoundDefinitionClass's storage. See audibledound.h // for details. // diff --git a/Generals/Code/Tools/GUIEdit/Include/GUIEdit.h b/Generals/Code/Tools/GUIEdit/Include/GUIEdit.h index 1de3db82ca7..60c381da025 100644 --- a/Generals/Code/Tools/GUIEdit/Include/GUIEdit.h +++ b/Generals/Code/Tools/GUIEdit/Include/GUIEdit.h @@ -100,7 +100,7 @@ typedef enum } CursorType; //------------------------------------------------------------------------------------------------- -/** These entrys make up the selection list of windows */ +/** These entries make up the selection list of windows */ //------------------------------------------------------------------------------------------------- struct WindowSelectionEntry { diff --git a/Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h b/Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h index 0a0cca6e32c..24086a3e220 100644 --- a/Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h +++ b/Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h @@ -80,7 +80,7 @@ class GUIEditDisplay : public Display virtual void drawFillRect( Int startX, Int startY, Int width, Int height, UnsignedInt color ); - /// Draw a percentage of a rectange, much like a clock + /// Draw a percentage of a rectangle, much like a clock virtual void drawRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) { } virtual void drawRemainingRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) { } diff --git a/Generals/Code/Tools/GUIEdit/Include/LayoutScheme.h b/Generals/Code/Tools/GUIEdit/Include/LayoutScheme.h index 8cd195b9fcd..c84862d5a31 100644 --- a/Generals/Code/Tools/GUIEdit/Include/LayoutScheme.h +++ b/Generals/Code/Tools/GUIEdit/Include/LayoutScheme.h @@ -100,7 +100,7 @@ class LayoutScheme void setHiliteTextColor( Color c ); void setHiliteTextBorderColor( Color c ); - /** apply the image and color info stored in the state identifer tables + /** apply the image and color info stored in the state identifier tables used for "property editing" to all appropriate windows currently loaded in the editor */ void applyPropertyTablesToWindow( GameWindow *root ); diff --git a/Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp b/Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp index 4b8eda4a6d7..4256b1f851e 100644 --- a/Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp +++ b/Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp @@ -591,7 +591,7 @@ void GUIEdit::init( void ) // lastly just for testing TheWindowManager->initTestGUI(); - // load the layout scheme now read in from the cofig file + // load the layout scheme now read in from the config file TheDefaultScheme->loadScheme( TheDefaultScheme->getSchemeFilename() ); // create the localized game text interface @@ -1236,7 +1236,7 @@ GameWindow *GUIEdit::getWindowAtPos( Int x, Int y ) // // gadget controls are just composed of generic windows and buttons, - // we will not allow you to select these componenets themselves in a gadget + // we will not allow you to select these components themselves in a gadget // because the gadget is the atomic "unit" as far as GUI editing goes. // If we've picked a gadget component we will instead just return the gadget // itself @@ -3546,7 +3546,7 @@ void GUIEdit::stripNameDecorations( GameWindow *root ) if( c ) { - // skip beyong the scope resolution colon + // skip beyond the scope resolution colon c++; // put the name only in the decoration field diff --git a/Generals/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp b/Generals/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp index 75f55e99051..0b9574b23b7 100644 --- a/Generals/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp +++ b/Generals/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp @@ -739,7 +739,7 @@ void GUIEditWindowManager::pasteClipboard( void ) // the first window that we added ... since we know they were added // at the head of the window list we can traverse from the first // window added to the head of the window list to access each new - // window we just pasted. As a convenience we will unselct anything + // window we just pasted. As a convenience we will unselect anything // selected and select all the windows we added // TheEditor->clearSelections(); diff --git a/Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp b/Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp index dd8a84b8787..b8145feebcf 100644 --- a/Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp +++ b/Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp @@ -536,7 +536,7 @@ LRESULT CALLBACK HierarchyView::dialogProc( HWND hWndDialog, UINT message, TheEditor->selectWindow( target ); TheEditor->setMode( MODE_DRAG_MOVE ); - // set the locatoin of the move to the window position for now + // set the location of the move to the window position for now ICoord2D pos; target->winGetScreenPosition( &pos.x, &pos.y ); TheEditWindow->setDragMoveDest( &pos ); diff --git a/Generals/Code/Tools/GUIEdit/Source/LayoutScheme.cpp b/Generals/Code/Tools/GUIEdit/Source/LayoutScheme.cpp index 45ac8c09809..9b41455b9b4 100644 --- a/Generals/Code/Tools/GUIEdit/Source/LayoutScheme.cpp +++ b/Generals/Code/Tools/GUIEdit/Source/LayoutScheme.cpp @@ -433,7 +433,7 @@ static LRESULT CALLBACK layoutSchemeCallback( HWND hWndDialog, } // LayoutScheme::applyPropertyTablesToWindow ================================== -/** apply the image and color info stored in the state identifer tables +/** apply the image and color info stored in the state identifier tables used for "property editing" to all appropriate windows currently loaded in the editor */ //============================================================================= diff --git a/Generals/Code/Tools/GUIEdit/Source/WinMain.cpp b/Generals/Code/Tools/GUIEdit/Source/WinMain.cpp index fdc7ec2d34d..daf1402d74c 100644 --- a/Generals/Code/Tools/GUIEdit/Source/WinMain.cpp +++ b/Generals/Code/Tools/GUIEdit/Source/WinMain.cpp @@ -203,7 +203,7 @@ Int APIENTRY WinMain(HINSTANCE hInstance, if( !initInstance( hInstance, nCmdShow ) ) return FALSE; - // load accellerator table + // load accelerator table hAccelTable = LoadAccelerators( hInstance, (LPCTSTR)GUIEDIT_ACCELERATORS ); // initialize the common controls diff --git a/Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp b/Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp index 97a15908662..01907cece98 100644 --- a/Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp +++ b/Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp @@ -730,7 +730,7 @@ void CWorldBuilderView::drawContours(CDC *pDc, CRgn *pRgn, Int minX, Int maxX, I //============================================================================= // CWorldBuilderView::interpolate //============================================================================= -/** Given 2 points, pt1 and pt2, with different height valus ht1 and ht2, +/** Given 2 points, pt1 and pt2, with different height values ht1 and ht2, determines where the height ht occurs along the line. */ //============================================================================= void CWorldBuilderView::interpolate(CPoint *pt, Int ht, CPoint pt1, Int ht1, CPoint pt2, Int ht2) diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp index 5908a041a8d..11bb55ce9b7 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp @@ -4129,7 +4129,7 @@ void W3DModelDraw::xfer( Xfer *xfer ) else { - // the vector must be emtpy + // the vector must be empty m_subObjectVec.clear(); // read each data item diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp index 72057691194..b29ce436d0a 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp @@ -2465,7 +2465,7 @@ void W3DVolumetricShadow::buildSilhouette(Int meshIndex, Vector3 *lightPosObject // // ignore neighbors that are marked as processed as those - // onces have already detected edges if present + // ones have already detected edges if present // if( BitIsSet( otherNeighbor->status, POLY_PROCESSED ) ) continue; // for j @@ -3524,7 +3524,7 @@ void W3DVolumetricShadowManager::renderShadows( Bool forceStencilFill ) shadowDynamicTask=m_dynamicShadowVolumesToRender; while (shadowDynamicTask != shadowDynamicTasksStart) { //update() added a dynamic shadow - //dynamic shadow columes don't need to wait in queue since they + //dynamic shadow columns don't need to wait in queue since they //all use the same vertex buffer. Flush them ASAP. shadow->RenderVolume(shadowDynamicTask->m_meshIndex,shadowDynamicTask->m_lightIndex); //move to next dynamic task diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp index cf08c63a07c..39b435b6dd7 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp @@ -754,7 +754,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj( return rendobj; } - // create a new one based on exisiting prototype + // create a new one based on existing prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); @@ -1357,7 +1357,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj(const char * name,float scal } // create a new one based on - // exisiting prototype + // existing prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index 83b4100c3e2..d806fc418bc 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp @@ -503,7 +503,7 @@ void W3DInGameUI::drawMoveHints( View *view ) } - // asign render objects to GUI data + // assign render objects to GUI data m_moveHintRenderObj[ i ] = hint; // note that 'anim' is returned from Get_HAnim with an AddRef, so we don't need to addref it again. diff --git a/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp b/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp index 0b4b28318a0..ac82ae9196f 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp @@ -328,7 +328,7 @@ DirectInputMouse::DirectInputMouse( void ) DirectInputMouse::~DirectInputMouse( void ) { - // relase all mouse resources + // release all mouse resources closeMouse(); // ShowCursor( TRUE ); @@ -409,7 +409,7 @@ void DirectInputMouse::setMouseLimits( void ) Mouse::setMouseLimits(); // - // when runing windowed we want to keep the mouse within the game + // when running windowed we want to keep the mouse within the game // window cause it's annoying to mouse out of the window and click // on a background window. // diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp index d7dde3f2a66..19cd1a98a6a 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp @@ -131,7 +131,7 @@ void MatrixMapperClass::Set_Texture_Transform(const Matrix4x4 & view_to_texture, void MatrixMapperClass::Update_View_To_Pixel_Transform(float tex_size) { /* - ** Create a ViewToPixel matrix which also does all of the offseting and flipping that has + ** Create a ViewToPixel matrix which also does all of the offsetting and flipping that has ** to take place to get the actual texture coordinates. ** ** Here is a description of the math: diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h index 09c4896014c..926283e9e8b 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h @@ -71,7 +71,7 @@ class WorldInfoClass ** material, and put them into strip order. ** ** To "build" a mesh: -** 1. Reset the builder with the number of polys you're going to sumbit +** 1. Reset the builder with the number of polys you're going to submit ** 2. Enable the vertex channels that you want ** 3. Submit each face in the form of a FaceClass ** 4. Call Build_Mesh @@ -177,7 +177,7 @@ class MeshBuilderClass /* ** To "build" a mesh: - ** 1. Reset the builder with the approximate number of polys you're going to sumbit, etc. + ** 1. Reset the builder with the approximate number of polys you're going to submit, etc. ** 3. Submit each face in the form of a FaceClass, set only the fields you need (leave others at default) ** 4. Call Build_Mesh */ diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h index 05dc24ed556..6ca1b039b73 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h @@ -283,14 +283,14 @@ class ParticleEmitterClass : public RenderObjClass // Used to build a list of filenames this emitter is dependent on virtual void Add_Dependencies_To_List (DynamicVectorClass &file_list, bool textures_only = false); - // This method is called each time the visiblity state of the emitter changes. + // This method is called each time the visibility state of the emitter changes. virtual void Update_On_Visibility (void); private: // Collision sphere is a point - emitter emits also when not visible, // so this is only important to avoid affecting the collision spheres - // of heirarchy objects into which the emitter is inserted. + // of hierarchy objects into which the emitter is inserted. virtual void Update_Cached_Bounding_Volumes(void) const; // Create new particles and pass them to the particle buffer. Receives diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h index b7a616b68f6..edd4e741275 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h @@ -140,7 +140,7 @@ class Render2DClass : public W3DMPO void Set_Hidden( bool hide ) { IsHidden = hide; } - // Z-value support (this is usefull for playing tricks with the z-buffer) + // Z-value support (this is useful for playing tricks with the z-buffer) void Set_Z_Value (float z_value) { ZValue = z_value; } // Move all verts diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp index 6e013496503..cca0854d2c5 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp @@ -49,7 +49,7 @@ * SimpleSceneClass::~SimpleSceneClass -- destructor * * SimpleSceneClass::Add_Render_Object -- add a render object to the scene * * SimpleSceneClass::Remove_Render_Object -- remove a render object from this scene * - * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * + * SimpleSceneClass::Visiblity_Check -- set the visibility status of the render objects * * SimpleSceneClass::Render -- internal scene rendering function * * SimpleSceneClass::Render -- Render this scene * * SimpleSceneClass::Create_Iterator -- create an iterator for this scene * @@ -440,7 +440,7 @@ void SimpleSceneClass::Unregister(RenderObjClass * obj,RegType for_what) /*********************************************************************************************** - * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * + * SimpleSceneClass::Visiblity_Check -- set the visibility status of the render objects * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h index 72d239a69ce..448136cfa7b 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h @@ -72,7 +72,7 @@ class SceneIterator ** SceneClass ** This is a bunch of render objects that define a 3D scene. ** The requirements of a SceneClass are: -** - The ablility to pass its renderobject's internal surrender representation +** - The ability to pass its renderobject's internal surrender representation ** to surrender when asked in the Render method. ** - The ability to add and remove render objects from the scene ** - The ability to create an iterator for the user which uses the diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h index e3a3086dd9a..e26f64c1a68 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h @@ -259,7 +259,7 @@ class VertexMaterialClass : public W3DMPO, public RefCountClass */ void Apply(void) const; /* - ** Apply the render states corresponding to a nullptr vertex material to D3D + ** Apply the render states corresponding to a null vertex material to D3D */ static void Apply_Null(void); unsigned long Compute_CRC(void) const; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h index 81b441206b2..17c9e35c67d 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h @@ -1686,7 +1686,7 @@ struct W3dCollectionHeaderStruct #define W3D_CURRENT_PLACEHOLDER_VERSION W3D_MAKE_VERSION(1,0) // -// Note: This structure is follwed directly by an array of char's 'name_len' in length +// Note: This structure is followed directly by an array of char's 'name_len' in length // which specify the name of the placeholder object in our Commando-level editor. // struct W3dPlaceholderStruct @@ -2187,7 +2187,7 @@ struct W3dNullObjectStruct #define W3D_CURRENT_SOUNDROBJ_VERSION 0x00010000 // -// Note: This structure is follwed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) +// Note: This structure is followed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) // that contains an embedded AudibleSoundDefinitionClass's storage. See audibledound.h // for details. // diff --git a/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h b/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h index 9ec56ecc7f5..41cbb62eb19 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h +++ b/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h @@ -100,7 +100,7 @@ typedef enum } CursorType; //------------------------------------------------------------------------------------------------- -/** These entrys make up the selection list of windows */ +/** These entries make up the selection list of windows */ //------------------------------------------------------------------------------------------------- struct WindowSelectionEntry { diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp index a7954884e37..9868b51ddba 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp @@ -591,7 +591,7 @@ void GUIEdit::init( void ) // lastly just for testing TheWindowManager->initTestGUI(); - // load the layout scheme now read in from the cofig file + // load the layout scheme now read in from the config file TheDefaultScheme->loadScheme( TheDefaultScheme->getSchemeFilename() ); // create the localized game text interface @@ -1236,7 +1236,7 @@ GameWindow *GUIEdit::getWindowAtPos( Int x, Int y ) // // gadget controls are just composed of generic windows and buttons, - // we will not allow you to select these componenets themselves in a gadget + // we will not allow you to select these components themselves in a gadget // because the gadget is the atomic "unit" as far as GUI editing goes. // If we've picked a gadget component we will instead just return the gadget // itself @@ -3546,7 +3546,7 @@ void GUIEdit::stripNameDecorations( GameWindow *root ) if( c ) { - // skip beyong the scope resolution colon + // skip beyond the scope resolution colon c++; // put the name only in the decoration field From 0e353517318f6de758bdf39cae304e44fabecb10 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Mon, 19 Jan 2026 15:12:31 -0600 Subject: [PATCH 3/7] nit: comment fixes --- Generals/Code/GameEngine/Include/Common/Energy.h | 2 +- Generals/Code/GameEngine/Include/Common/GameStateMap.h | 2 +- .../Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Generals/Code/GameEngine/Include/Common/Energy.h b/Generals/Code/GameEngine/Include/Common/Energy.h index 358cf1a2df2..bf2ea16935d 100644 --- a/Generals/Code/GameEngine/Include/Common/Energy.h +++ b/Generals/Code/GameEngine/Include/Common/Energy.h @@ -44,7 +44,7 @@ #pragma once -// Includes ///////////////////////////////////////////////////////////////////////////////////// +// INCLUDES ///////////////////////////////////////////////////////////////////////////////////// #include "Common/Snapshot.h" // ---------------------------------------------------------------------------------------------- diff --git a/Generals/Code/GameEngine/Include/Common/GameStateMap.h b/Generals/Code/GameEngine/Include/Common/GameStateMap.h index a62306ce59d..b615599901d 100644 --- a/Generals/Code/GameEngine/Include/Common/GameStateMap.h +++ b/Generals/Code/GameEngine/Include/Common/GameStateMap.h @@ -29,7 +29,7 @@ #pragma once -// Includes /////////////////////////////////////////////////////////////////////////////////////// +// INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/Snapshot.h" #include "Common/SubsystemInterface.h" diff --git a/Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h b/Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h index 2b52d32e107..0547b8b8ae6 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h +++ b/Generals/Code/GameEngine/Include/GameLogic/Module/ProductionUpdate.h @@ -34,7 +34,7 @@ #include "GameLogic/Module/DieModule.h" #include "GameLogic/Module/UpdateModule.h" -// FORWARD References ////////////////////////////////////////////////////////////////////////////// +// FORWARD REFERENCES ////////////////////////////////////////////////////////////////////////////// class ProductionEntry; class ThingTemplate; class UpgradeTemplate; From e5ef95ac0dad2e837a0394fe940f81e6d3c521aa Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Thu, 22 Jan 2026 15:10:37 -0600 Subject: [PATCH 4/7] refactor: Keep only Core and Generals non-Source files in this PR --- Generals/Code/GameEngine/Source/Common/MessageStream.cpp | 2 +- Generals/Code/GameEngine/Source/Common/StatsCollector.cpp | 2 +- .../Code/GameEngine/Source/Common/System/BuildAssistant.cpp | 2 +- .../Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp | 4 ++-- .../GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../GameEngine/Source/GameClient/GUI/GameWindowManager.cpp | 2 +- Generals/Code/GameEngine/Source/GameClient/GameClient.cpp | 4 ++-- Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp | 6 +++--- Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp | 2 +- Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp | 2 +- .../Source/GameLogic/Object/Behavior/PrisonBehavior.cpp | 2 +- .../Source/GameLogic/Object/Contain/GarrisonContain.cpp | 2 +- .../Source/GameLogic/Object/Contain/OverlordContain.cpp | 4 ++-- Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp | 4 ++-- .../GameLogic/Object/Update/DockUpdate/DockUpdate.cpp | 4 ++-- .../Source/GameLogic/Object/Update/PhysicsUpdate.cpp | 2 +- .../ProductionExitUpdate/DefaultProductionExitUpdate.cpp | 2 +- .../ProductionExitUpdate/QueueProductionExitUpdate.cpp | 2 +- .../ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp | 2 +- .../SupplyCenterProductionExitUpdate.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/System/GameLogic.cpp | 4 ++-- GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h | 2 +- GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h | 4 ++-- GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h | 2 +- GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp | 2 +- .../Code/GameEngine/Source/Common/System/BuildAssistant.cpp | 2 +- .../GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../GameEngine/Source/GameClient/GUI/GameWindowManager.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/Object/Object.cpp | 4 ++-- .../Source/GameLogic/Object/Update/PhysicsUpdate.cpp | 2 +- .../Code/GameEngine/Source/GameLogic/System/GameLogic.cpp | 6 +++--- .../W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp | 2 +- .../W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp | 4 ++-- .../Source/W3DDevice/GameClient/W3DAssetManager.cpp | 4 ++-- .../Source/W3DDevice/GameClient/W3DInGameUI.cpp | 2 +- .../Source/Win32Device/GameClient/Win32DIMouse.cpp | 4 ++-- .../Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp | 2 +- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h | 4 ++-- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h | 4 ++-- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h | 2 +- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp | 4 ++-- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h | 2 +- GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h | 4 ++-- GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h | 2 +- GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp | 6 +++--- 47 files changed, 68 insertions(+), 68 deletions(-) diff --git a/Generals/Code/GameEngine/Source/Common/MessageStream.cpp b/Generals/Code/GameEngine/Source/Common/MessageStream.cpp index 2fe31017bf3..c11407a85ee 100644 --- a/Generals/Code/GameEngine/Source/Common/MessageStream.cpp +++ b/Generals/Code/GameEngine/Source/Common/MessageStream.cpp @@ -896,7 +896,7 @@ TranslatorID MessageStream::attachTranslator( GameMessageTranslator *translator, return newSS->m_id; } - // search the Translator list for our priority location + // seach the Translator list for our priority location for( ss=m_firstTranslator; ss; ss=ss->m_next ) if (ss->m_priority > newSS->m_priority) break; diff --git a/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp b/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp index a401677ff0b..259dba75dfd 100644 --- a/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp +++ b/Generals/Code/GameEngine/Source/Common/StatsCollector.cpp @@ -38,7 +38,7 @@ // // author: Chris Huybregts // -// purpose: Convenience class to gather player stats +// purpose: Convinience class to gather player stats // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index 64badb27d07..1249b3eed59 100644 --- a/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/Generals/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -204,7 +204,7 @@ void BuildAssistant::update( void ) { Real previousConstructionPercent = obj->getConstructionPercent(); - // do the construction + // do the constructoin obj->setConstructionPercent( previousConstructionPercent - (100.0f / TOTAL_FRAMES_TO_SELL_OBJECT) ); // diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp index e579d131c90..072acdaa4c6 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp @@ -189,7 +189,7 @@ void ControlBar::doTransportInventoryUI( Object *transport, const CommandSet *co // // since we're assuming all inventory exit commands appear in a continuous order, - // we need to also need to keep track of what is the last valid inventory command index + // we need to also need to keep track of what is the last valid inventory commadn index // lastInventoryIndex = i; @@ -630,7 +630,7 @@ void ControlBar::updateContextCommand( void ) obj = m_currentSelectedDrawable->getObject(); // - // the contents of objects are usually showed on the UI, when those contents change + // the contents of objects are ususally showed on the UI, when those contents change // we always to update the UI // ContainModuleInterface *contain = obj ? obj->getContain() : nullptr; diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index 3b42ae83e93..a4cdd9a0b0f 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -24,7 +24,7 @@ // FILE: ControlBarMultiSelect.cpp //////////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 -// Desc: Context sensitive GUI for when you select multiple objects. What we do is show +// Desc: Context sensitive GUI for when you select mutiple objects. What we do is show // the commands that you can use between them all /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index 7be31b6e7c0..ddc72aac670 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -63,7 +63,7 @@ UnsignedInt WindowLayoutCurrentVersion = 2; /////////////////////////////////////////////////////////////////////////////////////////////////// // -// with this status set to true, the window system will propagate mouse position +// with this statis set to true, the window system will propogate mouse position // messages to windows. You may want to disable this if you feel the mouse position // messages are "spamming" your window and making a particular debuggin situation // difficult. Make sure you do enable this before you check in again tho because diff --git a/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp b/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp index a4a89b349ed..b317344c680 100644 --- a/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/GameClient.cpp @@ -505,7 +505,7 @@ void GameClient::update( void ) playSizzle = TRUE; } - //Initial Game Condition. We must show the movie first and then we can display the shell + //Initial Game Codition. We must show the movie first and then we can display the shell if(TheGlobalData->m_afterIntro && !TheDisplay->isMoviePlaying()) { if( playSizzle && TheGlobalData->m_playSizzle ) @@ -1358,7 +1358,7 @@ void GameClient::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferDrawableID( &m_nextDrawableID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and identifier pairs. this + // xfer a table of contents that contain thing template and indentifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // diff --git a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp index d059ff1faf6..14046b09523 100644 --- a/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -2424,7 +2424,7 @@ void InGameUI::createMouseoverHint( const GameMessage *msg ) if( obj ) { - //Ahh, here is a weird exception: if the moused-over drawable is a mob-member + //Ahh, here is a wierd exception: if the moused-over drawable is a mob-member //(e.g. AngryMob), Lets fool the UI into creating the hint for the NEXUS instead... if (obj->isKindOf( KINDOF_IGNORED_IN_GUI )) { @@ -4776,7 +4776,7 @@ Int InGameUI::selectMatchingAcrossRegion( IRegion2D *region ) draw = *it; if( draw && draw->getObject() && draw->getObject()->isLocallyControlled() ) { - // Use the Object's thing template, doing so will prevent weirdness for disguised vehicles. + // Use the Object's thing template, doing so will prevent wierdness for disguised vehicles. drawableList.insert( draw->getObject()->getTemplate() ); if( draw->getObject()->testStatus( OBJECT_STATUS_IS_CARBOMB ) ) { @@ -5618,7 +5618,7 @@ void InGameUI::selectNextIdleWorker( void ) selectDrawable( selectThisObject->getDrawable() ); - /*// removed because we're already playing a select sound... left in, just in case i'm wrong. + /*// removed becuase we're already playing a select sound... left in, just in case i"m wrong. // play the units sound const AudioEventRTS *soundEvent = selectThisObject->getTemplate()->getVoiceSelect(); if (soundEvent) diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index 2ff42727360..7bed98dabdc 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -2493,7 +2493,7 @@ void PathfindZoneManager::reset(void) ///< Called when the map is reset. /** * Calculate zones. A zone is an area of the same terrain - clear, water or cliff. - * The utility of zones is that if current location and destination are in the same zone, + * The utility of zones is that if current location and destiontion are in the same zone, * you can successfully pathfind. * If you are a multiple terrain vehicle, like amphibious transport, the lookup is a little more * complicated. diff --git a/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp b/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp index 5e026c3a385..40bd4ee43cc 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Map/SidesList.cpp @@ -185,7 +185,7 @@ Int SidesInfo::removeFromBuildList(BuildListInfo *pBuildList) m_pBuildList = pBuildList->getNext(); } else { position = 1; - // Not the first item, so find the preceding list element. + // Not the first item, so find the preceeding list element. BuildListInfo *pPrev = m_pBuildList; while (pPrev && (pPrev->getNext()!=pBuildList) ) { pPrev = pPrev->getNext(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp index feb5ad8e5a8..5ab7fb70d18 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Behavior/PrisonBehavior.cpp @@ -57,7 +57,7 @@ class PrisonVisual : public MemoryPoolObject public: PrisonVisual( void ); - // virtual destructor prototype provided by memory pool object + // virtual destructor prototype provied by memory pool object ObjectID m_objectID; ///< object that is contained DrawableID m_drawableID; ///< associated visual prisoner drawable diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp index c40b51f0a28..23f0175ff6c 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/GarrisonContain.cpp @@ -1094,7 +1094,7 @@ void GarrisonContain::loadGarrisonPoints( void ) Int conditionIndex; Int count = 0; - // save the original parameters for the model condition + // save the original paramters for the model condition Drawable* draw = structure->getDrawable(); const ModelConditionFlags originalFlags = draw->getModelConditionFlags(); ModelConditionFlags clearFlags; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp index 80a6a947ffa..4f61dbfede7 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Contain/OverlordContain.cpp @@ -86,7 +86,7 @@ void OverlordContain::onBodyDamageStateChange( const DamageInfo* damageInfo, BodyDamageType oldState, BodyDamageType newState) ///< state change callback { - // I can't use any convenience functions, as they will all get routed to the bunker I may carry. + // I can't use any convienience functions, as they will all get routed to the bunker I may carry. // I want just me. // Oh, and I don't want this function trying to do death. That is more complicated and will be handled // on my death. @@ -101,7 +101,7 @@ void OverlordContain::onBodyDamageStateChange( const DamageInfo* damageInfo, //------------------------------------------------------------------------------------------------- ContainModuleInterface *OverlordContain::getRedirectedContain() const { - // Naturally, I can not use a redirectible convenience function + // Naturally, I can not use a redirectible convienience function // to answer if I am redirecting yet. // If I am empty, say no. diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp index 5eec27cfa81..63cef1714b7 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -694,7 +694,7 @@ void Object::onDestroy() (*b)->onDelete(); } - //Have to remove ourself from looking as well. RebuildHoleWorkers definitely hit here. + //Have to remove ourself from looking as well. RebuildHoleWorkers definately hit here. handlePartitionCellMaintenance(); } @@ -4257,7 +4257,7 @@ Bool Object::hasGhostObject() const } //------------------------------------------------------------------------------------------------- -/// We have moved a 'significant' amount, so do maintenance that can be considered 'cell-based' +/// We have moved a 'significant' amount, so do maintenence that can be considered 'cell-based' void Object::onPartitionCellChange() { handlePartitionCellMaintenance(); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp index bead95c4499..339d5d96882 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/DockUpdate/DockUpdate.cpp @@ -409,7 +409,7 @@ void DockUpdate::cancelDock( Object* docker ) void DockUpdate::setDockCrippled( Bool setting ) { - // At this level, Crippling means I will accept Approach requests, but I will never grant Enter clearance. + // At this level, Crippling means I will accept Approach requests, but I will never grant Enter clearence. m_dockCrippled = setting; } @@ -417,7 +417,7 @@ UpdateSleepTime DockUpdate::update() { if( m_activeDocker == INVALID_ID && !m_dockCrippled ) { - // if setDockCrippled has been called, I will never give entrance permission. + // if setDockCrippled has been called, I will never give enterance permission. for( size_t positionIndex = 0; positionIndex < m_approachPositionReached.size(); ++positionIndex ) { if( m_approachPositionReached[positionIndex] ) diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp index 139f0b992ba..044d2ceeb3e 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp @@ -1269,7 +1269,7 @@ void PhysicsBehavior::onCollide( Object *other, const Coord3D *loc, const Coord3 // nuke the velocity. why? very simple: we want to ignore the previous vel in favor of // this. in theory, we could be clever and calculate the right force to apply to achieve this, - // but then if we were still colliding next frame, we'd get a sudden 'acceleration' of bounce + // but then if we were still colliding next frame, we'd get a sudden 'aceleration' of bounce // that would look freakish. so cheat. m_vel.x = 0; m_vel.y = 0; diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp index 601c63bb066..9d559b0250a 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/DefaultProductionExitUpdate.cpp @@ -90,7 +90,7 @@ void DefaultProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoorTyp newObj->setOrientation( exitAngle ); newObj->setLayer( creationObject->getLayer() ); - /** @todo This really should be automatically wrapped up in an activation sequence + /** @todo This really should be automatically wrapped up in an actication sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp index 12189e6fec2..500b6aad80c 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/QueueProductionExitUpdate.cpp @@ -125,7 +125,7 @@ void QueueProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoorType } - /** @todo This really should be automatically wrapped up in an activation sequence + /** @todo This really should be automatically wrapped up in an actication sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp index 689e149035f..a330a09f1e6 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SpawnPointProductionExitUpdate.cpp @@ -103,7 +103,7 @@ void SpawnPointProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDoor newObj->setOrientation( createAngle ); newObj->setLayer(creationObject->getLayer()); - /** @todo This really should be automatically wrapped up in an activation sequence + /** @todo This really should be automatically wrapped up in an actication sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp index 7951bf8a934..1002ca3d90e 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/Object/Update/ProductionExitUpdate/SupplyCenterProductionExitUpdate.cpp @@ -89,7 +89,7 @@ void SupplyCenterProductionExitUpdate::exitObjectViaDoor( Object *newObj, ExitDo newObj->setPosition( &createPoint ); newObj->setOrientation( exitAngle ); - /** @todo This really should be automatically wrapped up in an activation sequence + /** @todo This really should be automatically wrapped up in an actication sequence for objects in general */ // tell the AI about it TheAI->pathfinder()->addObjectToPathfindMap( newObj ); diff --git a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 0a37834a4ed..855d0942706 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -3443,7 +3443,7 @@ void GameLogic::destroyObject( Object *obj ) if (!obj || obj->isDestroyed()) return; - // run the object onDestroy event if provided + // run the object onDestroy event if provied for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m) { DestroyModuleInterface* destroy = (*m)->getDestroy(); @@ -4261,7 +4261,7 @@ void GameLogic::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferObjectID( &m_nextObjectID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and identifier pairs. this + // xfer a table of contents that contain thing template and indentifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h b/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h index d7843bdd224..dcd5a2d18d1 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/CommandXlat.h @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator Int m_objective; Bool m_teamExists; ///< is there a currently selected "team"? - // these are for determining if a drag occurred or it was just a sloppy click + // these are for determining if a drag occurred or it wasjust a sloppy click ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end UnsignedInt m_mouseRightDown; // when the mouse down happened diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h index 5f2f0347665..a49f4efffed 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/GameWindow.h @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int) GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING, GWM_WHEEL_UP, GWM_WHEEL_DOWN, GWM_CHAR, GWM_SCRIPT_CREATE, - // note that GWM_MOUSE_POS is only actually propagated to windows if the static + // note that GWM_MOUSE_POS is only actually propogated to windows if the static // sendMousePosMessages is set to true in the window manager file. See the - // comment on the static declaration for additional info + // comment on the static declaration for addtional info GWM_INPUT_FOCUS, GWM_MOUSE_POS, GWM_IME_CHAR, GWM_IME_STRING diff --git a/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h index 74ec585f33d..ccd6c6a1689 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h +++ b/GeneralsMD/Code/GameEngine/Include/GameClient/ParticleSys.h @@ -635,7 +635,7 @@ class ParticleSystem : public MemoryPoolObject, EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; } ParticlePriorityType getPriority() const { return m_priority; } - // Access to wind motion + // Access to wind motoin Real getWindAngle( void ) { return m_windAngle; } WindMotion getWindMotion( void ) { return m_windMotion; } diff --git a/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp b/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp index 809f59f5ffa..e4b39574979 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/MessageStream.cpp @@ -928,7 +928,7 @@ TranslatorID MessageStream::attachTranslator( GameMessageTranslator *translator, return newSS->m_id; } - // search the Translator list for our priority location + // seach the Translator list for our priority location for( ss=m_firstTranslator; ss; ss=ss->m_next ) if (ss->m_priority > newSS->m_priority) break; diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index 90ab531654f..cff82dadd90 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -204,7 +204,7 @@ void BuildAssistant::update( void ) { Real previousConstructionPercent = obj->getConstructionPercent(); - // do the construction + // do the constructoin obj->setConstructionPercent( previousConstructionPercent - (100.0f / TOTAL_FRAMES_TO_SELL_OBJECT) ); // diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index 712991a7031..36d78f4211b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -24,7 +24,7 @@ // FILE: ControlBarMultiSelect.cpp //////////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 -// Desc: Context sensitive GUI for when you select multiple objects. What we do is show +// Desc: Context sensitive GUI for when you select mutiple objects. What we do is show // the commands that you can use between them all /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp index d1264a227ac..841ddaf5a0e 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowManager.cpp @@ -63,7 +63,7 @@ UnsignedInt WindowLayoutCurrentVersion = 2; /////////////////////////////////////////////////////////////////////////////////////////////////// // -// with this status set to true, the window system will propagate mouse position +// with this statis set to true, the window system will propogate mouse position // messages to windows. You may want to disable this if you feel the mouse position // messages are "spamming" your window and making a particular debuggin situation // difficult. Make sure you do enable this before you check in again tho because diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp index 0e99aad5e3a..fea307e8310 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPathfind.cpp @@ -2523,7 +2523,7 @@ void PathfindZoneManager::markZonesDirty( Bool insert ) ///< Called when the zo /** * Calculate zones. A zone is an area of the same terrain - clear, water or cliff. - * The utility of zones is that if current location and destination are in the same zone, + * The utility of zones is that if current location and destiontion are in the same zone, * you can successfully pathfind. * If you are a multiple terrain vehicle, like amphibious transport, the lookup is a little more * complicated. diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp index 3f093ddc5ca..bec1bc96780 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Object.cpp @@ -770,7 +770,7 @@ void Object::onDestroy() (*b)->onDelete(); } - //Have to remove ourself from looking as well. RebuildHoleWorkers definitely hit here. + //Have to remove ourself from looking as well. RebuildHoleWorkers definately hit here. handlePartitionCellMaintenance(); } @@ -4822,7 +4822,7 @@ Bool Object::hasGhostObject() const } //------------------------------------------------------------------------------------------------- -/// We have moved a 'significant' amount, so do maintenance that can be considered 'cell-based' +/// We have moved a 'significant' amount, so do maintenence that can be considered 'cell-based' void Object::onPartitionCellChange() { handlePartitionCellMaintenance(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp index 0e2f8f0c0ff..eb81af5cb3b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp @@ -1394,7 +1394,7 @@ void PhysicsBehavior::onCollide( Object *other, const Coord3D *loc, const Coord3 // nuke the velocity. why? very simple: we want to ignore the previous vel in favor of // this. in theory, we could be clever and calculate the right force to apply to achieve this, - // but then if we were still colliding next frame, we'd get a sudden 'acceleration' of bounce + // but then if we were still colliding next frame, we'd get a sudden 'aceleration' of bounce // that would look freakish. so cheat. m_vel.x = 0; m_vel.y = 0; diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index d399e00cc1b..569b01943c6 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -908,7 +908,7 @@ static void populateRandomStartPosition( GameInfo *game ) else { // We're the first real spot. Pick randomly. - // This while loop shouldn't be necessary, since we're first. Why not, though? + // This while loop shouldn't be neccessary, since we're first. Why not, though? while (posIdx == -1) { posIdx = GameLogicRandomValue(0, numPlayers-1); @@ -3984,7 +3984,7 @@ void GameLogic::destroyObject( Object *obj ) if (!obj || obj->isDestroyed()) return; - // run the object onDestroy event if provided + // run the object onDestroy event if provied for (BehaviorModule** m = obj->getBehaviorModules(); *m; ++m) { DestroyModuleInterface* destroy = (*m)->getDestroy(); @@ -4821,7 +4821,7 @@ void GameLogic::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferObjectID( &m_nextObjectID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and identifier pairs. this + // xfer a table of contents that contain thing template and indentifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp index 11bb55ce9b7..5908a041a8d 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp @@ -4129,7 +4129,7 @@ void W3DModelDraw::xfer( Xfer *xfer ) else { - // the vector must be empty + // the vector must be emtpy m_subObjectVec.clear(); // read each data item diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp index b29ce436d0a..72057691194 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp @@ -2465,7 +2465,7 @@ void W3DVolumetricShadow::buildSilhouette(Int meshIndex, Vector3 *lightPosObject // // ignore neighbors that are marked as processed as those - // ones have already detected edges if present + // onces have already detected edges if present // if( BitIsSet( otherNeighbor->status, POLY_PROCESSED ) ) continue; // for j @@ -3524,7 +3524,7 @@ void W3DVolumetricShadowManager::renderShadows( Bool forceStencilFill ) shadowDynamicTask=m_dynamicShadowVolumesToRender; while (shadowDynamicTask != shadowDynamicTasksStart) { //update() added a dynamic shadow - //dynamic shadow columns don't need to wait in queue since they + //dynamic shadow columes don't need to wait in queue since they //all use the same vertex buffer. Flush them ASAP. shadow->RenderVolume(shadowDynamicTask->m_meshIndex,shadowDynamicTask->m_lightIndex); //move to next dynamic task diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp index 39b435b6dd7..cf08c63a07c 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp @@ -754,7 +754,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj( return rendobj; } - // create a new one based on existing prototype + // create a new one based on exisiting prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); @@ -1357,7 +1357,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj(const char * name,float scal } // create a new one based on - // existing prototype + // exisiting prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index d806fc418bc..83b4100c3e2 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp @@ -503,7 +503,7 @@ void W3DInGameUI::drawMoveHints( View *view ) } - // assign render objects to GUI data + // asign render objects to GUI data m_moveHintRenderObj[ i ] = hint; // note that 'anim' is returned from Get_HAnim with an AddRef, so we don't need to addref it again. diff --git a/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp b/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp index ac82ae9196f..0b4b28318a0 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp @@ -328,7 +328,7 @@ DirectInputMouse::DirectInputMouse( void ) DirectInputMouse::~DirectInputMouse( void ) { - // release all mouse resources + // relase all mouse resources closeMouse(); // ShowCursor( TRUE ); @@ -409,7 +409,7 @@ void DirectInputMouse::setMouseLimits( void ) Mouse::setMouseLimits(); // - // when running windowed we want to keep the mouse within the game + // when runing windowed we want to keep the mouse within the game // window cause it's annoying to mouse out of the window and click // on a background window. // diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp index 19cd1a98a6a..d7dde3f2a66 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp @@ -131,7 +131,7 @@ void MatrixMapperClass::Set_Texture_Transform(const Matrix4x4 & view_to_texture, void MatrixMapperClass::Update_View_To_Pixel_Transform(float tex_size) { /* - ** Create a ViewToPixel matrix which also does all of the offsetting and flipping that has + ** Create a ViewToPixel matrix which also does all of the offseting and flipping that has ** to take place to get the actual texture coordinates. ** ** Here is a description of the math: diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h index 926283e9e8b..09c4896014c 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h @@ -71,7 +71,7 @@ class WorldInfoClass ** material, and put them into strip order. ** ** To "build" a mesh: -** 1. Reset the builder with the number of polys you're going to submit +** 1. Reset the builder with the number of polys you're going to sumbit ** 2. Enable the vertex channels that you want ** 3. Submit each face in the form of a FaceClass ** 4. Call Build_Mesh @@ -177,7 +177,7 @@ class MeshBuilderClass /* ** To "build" a mesh: - ** 1. Reset the builder with the approximate number of polys you're going to submit, etc. + ** 1. Reset the builder with the approximate number of polys you're going to sumbit, etc. ** 3. Submit each face in the form of a FaceClass, set only the fields you need (leave others at default) ** 4. Call Build_Mesh */ diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h index 6ca1b039b73..05dc24ed556 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h @@ -283,14 +283,14 @@ class ParticleEmitterClass : public RenderObjClass // Used to build a list of filenames this emitter is dependent on virtual void Add_Dependencies_To_List (DynamicVectorClass &file_list, bool textures_only = false); - // This method is called each time the visibility state of the emitter changes. + // This method is called each time the visiblity state of the emitter changes. virtual void Update_On_Visibility (void); private: // Collision sphere is a point - emitter emits also when not visible, // so this is only important to avoid affecting the collision spheres - // of hierarchy objects into which the emitter is inserted. + // of heirarchy objects into which the emitter is inserted. virtual void Update_Cached_Bounding_Volumes(void) const; // Create new particles and pass them to the particle buffer. Receives diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h index edd4e741275..b7a616b68f6 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h @@ -140,7 +140,7 @@ class Render2DClass : public W3DMPO void Set_Hidden( bool hide ) { IsHidden = hide; } - // Z-value support (this is useful for playing tricks with the z-buffer) + // Z-value support (this is usefull for playing tricks with the z-buffer) void Set_Z_Value (float z_value) { ZValue = z_value; } // Move all verts diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp index cca0854d2c5..6e013496503 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp @@ -49,7 +49,7 @@ * SimpleSceneClass::~SimpleSceneClass -- destructor * * SimpleSceneClass::Add_Render_Object -- add a render object to the scene * * SimpleSceneClass::Remove_Render_Object -- remove a render object from this scene * - * SimpleSceneClass::Visiblity_Check -- set the visibility status of the render objects * + * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * * SimpleSceneClass::Render -- internal scene rendering function * * SimpleSceneClass::Render -- Render this scene * * SimpleSceneClass::Create_Iterator -- create an iterator for this scene * @@ -440,7 +440,7 @@ void SimpleSceneClass::Unregister(RenderObjClass * obj,RegType for_what) /*********************************************************************************************** - * SimpleSceneClass::Visiblity_Check -- set the visibility status of the render objects * + * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h index 448136cfa7b..72d239a69ce 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h @@ -72,7 +72,7 @@ class SceneIterator ** SceneClass ** This is a bunch of render objects that define a 3D scene. ** The requirements of a SceneClass are: -** - The ability to pass its renderobject's internal surrender representation +** - The ablility to pass its renderobject's internal surrender representation ** to surrender when asked in the Render method. ** - The ability to add and remove render objects from the scene ** - The ability to create an iterator for the user which uses the diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h index e26f64c1a68..e3a3086dd9a 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h @@ -259,7 +259,7 @@ class VertexMaterialClass : public W3DMPO, public RefCountClass */ void Apply(void) const; /* - ** Apply the render states corresponding to a null vertex material to D3D + ** Apply the render states corresponding to a nullptr vertex material to D3D */ static void Apply_Null(void); unsigned long Compute_CRC(void) const; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h index 17c9e35c67d..81b441206b2 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h @@ -1686,7 +1686,7 @@ struct W3dCollectionHeaderStruct #define W3D_CURRENT_PLACEHOLDER_VERSION W3D_MAKE_VERSION(1,0) // -// Note: This structure is followed directly by an array of char's 'name_len' in length +// Note: This structure is follwed directly by an array of char's 'name_len' in length // which specify the name of the placeholder object in our Commando-level editor. // struct W3dPlaceholderStruct @@ -2187,7 +2187,7 @@ struct W3dNullObjectStruct #define W3D_CURRENT_SOUNDROBJ_VERSION 0x00010000 // -// Note: This structure is followed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) +// Note: This structure is follwed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) // that contains an embedded AudibleSoundDefinitionClass's storage. See audibledound.h // for details. // diff --git a/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h b/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h index 41cbb62eb19..9ec56ecc7f5 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h +++ b/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h @@ -100,7 +100,7 @@ typedef enum } CursorType; //------------------------------------------------------------------------------------------------- -/** These entries make up the selection list of windows */ +/** These entrys make up the selection list of windows */ //------------------------------------------------------------------------------------------------- struct WindowSelectionEntry { diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp index 9868b51ddba..a7954884e37 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp @@ -591,7 +591,7 @@ void GUIEdit::init( void ) // lastly just for testing TheWindowManager->initTestGUI(); - // load the layout scheme now read in from the config file + // load the layout scheme now read in from the cofig file TheDefaultScheme->loadScheme( TheDefaultScheme->getSchemeFilename() ); // create the localized game text interface @@ -1236,7 +1236,7 @@ GameWindow *GUIEdit::getWindowAtPos( Int x, Int y ) // // gadget controls are just composed of generic windows and buttons, - // we will not allow you to select these components themselves in a gadget + // we will not allow you to select these componenets themselves in a gadget // because the gadget is the atomic "unit" as far as GUI editing goes. // If we've picked a gadget component we will instead just return the gadget // itself @@ -3546,7 +3546,7 @@ void GUIEdit::stripNameDecorations( GameWindow *root ) if( c ) { - // skip beyond the scope resolution colon + // skip beyong the scope resolution colon c++; // put the name only in the decoration field From f6a3bc3f82336b4ad7144f70c8214f5d6a2ffe51 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Fri, 23 Jan 2026 11:04:36 -0800 Subject: [PATCH 5/7] docs: Fix fallof typo to falloff in TerrainVisual.h --- Core/GameEngine/Include/GameClient/TerrainVisual.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Core/GameEngine/Include/GameClient/TerrainVisual.h b/Core/GameEngine/Include/GameClient/TerrainVisual.h index d7ea15b5a5b..c1eaa434bd5 100644 --- a/Core/GameEngine/Include/GameClient/TerrainVisual.h +++ b/Core/GameEngine/Include/GameClient/TerrainVisual.h @@ -229,7 +229,7 @@ class TerrainVisual : public Snapshot, virtual void enableWaterGrid( Bool enable ) = 0; /// set min/max height values allowed in water grid pointed to by waterTable virtual void setWaterGridHeightClamps( const WaterHandle *waterTable, Real minZ, Real maxZ ) = 0; - /// adjust fallof parameters for grid change method + /// adjust falloff parameters for grid change method virtual void setWaterAttenuationFactors( const WaterHandle *waterTable, Real a, Real b, Real c, Real range ) = 0; /// set the water table position and orientation in world space virtual void setWaterTransform( const WaterHandle *waterTable, Real angle, Real x, Real y, Real z ) = 0; From 54b60e115685e90716ddc5956f37b88004d7d5e1 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Fri, 23 Jan 2026 11:08:55 -0800 Subject: [PATCH 6/7] docs: Fix hroughout typo to throughout in GameInfo.h --- Core/GameEngine/Include/GameNetwork/GameInfo.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Core/GameEngine/Include/GameNetwork/GameInfo.h b/Core/GameEngine/Include/GameNetwork/GameInfo.h index 79831cd16f6..b51b6ae7ff0 100644 --- a/Core/GameEngine/Include/GameNetwork/GameInfo.h +++ b/Core/GameEngine/Include/GameNetwork/GameInfo.h @@ -147,7 +147,7 @@ class GameSlot /** * GameInfo 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 GameInfo { From b68e07bb9279de0f5609b35fb175bc40fe915df3 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Fri, 23 Jan 2026 11:12:29 -0800 Subject: [PATCH 7/7] docs: Fix incomplete sentence and overrided typo in AudioEventRTS.h --- Core/GameEngine/Include/Common/AudioEventRTS.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Core/GameEngine/Include/Common/AudioEventRTS.h b/Core/GameEngine/Include/Common/AudioEventRTS.h index ff003baf099..8aa3edd935b 100644 --- a/Core/GameEngine/Include/Common/AudioEventRTS.h +++ b/Core/GameEngine/Include/Common/AudioEventRTS.h @@ -170,8 +170,8 @@ class AudioEventRTS AsciiString m_attackName; ///< This is the filename that should be used during the attack. AsciiString m_decayName; ///< This is the filename that should be used during the decay. - AudioPriority m_priority; ///< This should be the priority as given by the event info, or the overrided priority. - Real m_volume; ///< This is the override for the volume. It will either be the normal + AudioPriority m_priority; ///< This should be the priority as given by the event info, or the overridden priority. + Real m_volume; ///< This is the override for the volume. It will either be the normal volume or an overridden value. TimeOfDay m_timeOfDay; ///< This should be the current Time Of Day. Coord3D m_positionOfAudio; ///< Position of the sound if no further positional updates are necessary