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6 changes: 3 additions & 3 deletions Core/GameEngine/Include/Common/AudioEventRTS.h
Original file line number Diff line number Diff line change
Expand Up @@ -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:
Expand All @@ -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
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2 changes: 1 addition & 1 deletion Core/GameEngine/Include/Common/Xfer.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
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2 changes: 1 addition & 1 deletion Core/GameEngine/Include/GameClient/ParticleSys.h
Original file line number Diff line number Diff line change
Expand Up @@ -804,7 +804,7 @@ class ParticleSystemManager : public SubsystemInterface,

virtual void preloadAssets( TimeOfDay timeOfDay );

// these are only for use by partcle systems to link and unlink themselves
// these are only for use by particle systems to link and unlink themselves
void friend_addParticleSystem( ParticleSystem *particleSystemToAdd );
void friend_removeParticleSystem( ParticleSystem *particleSystemToRemove );

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2 changes: 1 addition & 1 deletion Core/GameEngine/Include/GameClient/TerrainVisual.h
Original file line number Diff line number Diff line change
Expand Up @@ -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;
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2 changes: 1 addition & 1 deletion Core/GameEngine/Include/GameNetwork/GameInfo.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
{
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2 changes: 1 addition & 1 deletion Core/GameEngine/Include/GameNetwork/LANGameInfo.h
Original file line number Diff line number Diff line change
Expand Up @@ -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?

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2 changes: 1 addition & 1 deletion Core/GameEngine/Source/Common/Audio/GameSounds.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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?
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2 changes: 1 addition & 1 deletion Core/GameEngine/Source/Common/System/XferLoad.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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 //////////////////////////////////////////////////////////////////////////////////
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Original file line number Diff line number Diff line change
Expand Up @@ -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
{
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Original file line number Diff line number Diff line change
Expand Up @@ -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)
{
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Original file line number Diff line number Diff line change
Expand Up @@ -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);
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Why does this Pull touch code in Generals, when there is no other Pull that touches equivalent files for Zero Hour?

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I added the fixes I could find here to this PR, it's still less than 100 files touched

Original file line number Diff line number Diff line change
Expand Up @@ -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
//
//-----------------------------------------------------------------------------
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Original file line number Diff line number Diff line change
Expand Up @@ -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
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
Expand All @@ -56,7 +56,7 @@
// TYPE DEFINES ///////////////////////////////////////////////////////////////

// W3DGameWindow --------------------------------------------------------------
/** W3D implemenation for a game window */
/** W3D implementation for a game window */
// ----------------------------------------------------------------------------
class W3DGameWindow : public GameWindow
{
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Original file line number Diff line number Diff line change
Expand Up @@ -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
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Original file line number Diff line number Diff line change
Expand Up @@ -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
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Original file line number Diff line number Diff line change
Expand Up @@ -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 )
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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);
Expand Down Expand Up @@ -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);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 ||
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Original file line number Diff line number Diff line change
Expand Up @@ -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 )
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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 )
{
Expand Down Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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());
Expand Down Expand Up @@ -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());
Expand Down Expand Up @@ -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
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1209,7 +1209,7 @@ 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()) );

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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;

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -330,7 +330,7 @@ DirectInputMouse::DirectInputMouse( void )
DirectInputMouse::~DirectInputMouse( void )
{

// relase all mouse resources
// release all mouse resources
closeMouse();
// ShowCursor( TRUE );

Expand Down Expand Up @@ -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.
//
Expand Down
2 changes: 1 addition & 1 deletion Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
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2 changes: 1 addition & 1 deletion Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
2 changes: 1 addition & 1 deletion Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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);

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2 changes: 1 addition & 1 deletion Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h
Original file line number Diff line number Diff line change
Expand Up @@ -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);
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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:
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2 changes: 1 addition & 1 deletion Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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) {
Expand Down
4 changes: 2 additions & 2 deletions Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down Expand Up @@ -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
*/
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2 changes: 1 addition & 1 deletion Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h
Original file line number Diff line number Diff line change
Expand Up @@ -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(); }
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