View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0002777 | FSSCP | Build system | public | 2013-01-10 05:30 | 2013-01-13 09:13 |
| Reporter | onlyjob | Assigned To | |||
| Priority | low | Severity | tweak | Reproducibility | have not tried |
| Status | resolved | Resolution | fixed | ||
| Platform | x86_64 | OS | Debian | OS Version | 7 |
| Product Version | 3.6.14 | ||||
| Summary | 0002777: spelling corrections [patch] | ||||
| Description | correct grammar with patch. | ||||
| Tags | No tags attached. | ||||
|
|
spelling.patch (24,187 bytes)
Last-Update: 2012-12-27
Author: Dmitry Smirnov <onlyjob@member.fsf.org>
Forwarded: 2013-01-10
Description: spelling corrections
--- a/code/network/psnet2.cpp
+++ b/code/network/psnet2.cpp
@@ -2003,9 +2003,9 @@
Reliable_sockets[i].last_packet_received = psnet_get_time();
memcpy(&Reliable_sockets[i].addr,&rcv_addr,sizeof(SOCKADDR));
Reliable_sockets[i].status = RNF_LIMBO;
*socket = i;
- ml_string("Succesfully connected to server in nw_ConnectToServer().");
+ ml_string("Successfully connected to server in nw_ConnectToServer().");
//Now send I_AM_HERE packet
conn_header.type = RNT_I_AM_HERE;
conn_header.seq = (ushort)(~CONNECTSEQ);
conn_header.data_len = 0;
--- a/code/autopilot/autopilot.cpp
+++ b/code/autopilot/autopilot.cpp
@@ -224,9 +224,9 @@
// This does:
// * Control switched from player to AI
// * Time compression to 32x
// * Lock time compression -WMC
-// * Tell AI to fly to targetted Nav Point (for all nav-status wings/ships)
+// * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
bool StartAutopilot()
{
// Check for support ship and dismiss it if it is not doing anything.
--- a/code/autopilot/autopilot.h
+++ b/code/autopilot/autopilot.h
@@ -82,9 +82,9 @@
// This does:
// * Checks if Autopilot is allowed. See CanAutopilot() for conditions.
// * Control switched from player to AI
// * Time compression to 32x
-// * Tell AI to fly to targetted Nav Point (for all nav-status wings/ships)
+// * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
// Returns false if autopilot cannot be started. True otherwise.
bool StartAutopilot();
--- a/code/parse/lua.cpp
+++ b/code/parse/lua.cpp
@@ -4421,9 +4421,9 @@
return ade_set_args(L, "o", l_Shields.Set(object_h(objh->objp)));
}
-ADE_FUNC(getSignature, l_Object, NULL, "Gets the object's unique signature", "number", "Returns the objects unique numeric signature, or -1 if invalid. useful for creating a metadata sytem")
+ADE_FUNC(getSignature, l_Object, NULL, "Gets the object's unique signature", "number", "Returns the objects unique numeric signature, or -1 if invalid. useful for creating a metadata system")
{
object_h *oh;
if(!ade_get_args(L, "o", l_Object.GetPtr(&oh)))
return ade_set_error(L, "i", -1);
@@ -5997,9 +5997,9 @@
return ade_set_args(L, "o", l_WeaponBankType.Set(ship_banktype_h(sso->objp, dst, SWH_SECONDARY)));
}
-ADE_VIRTVAR(Target, l_Subsystem, "object", "Object targetted by this subsystem. If used to set a new target, AI targeting will be switched off.", "object", "Targeted object, or invalid object handle if subsystem handle is invalid")
+ADE_VIRTVAR(Target, l_Subsystem, "object", "Object targeted by this subsystem. If used to set a new target, AI targeting will be switched off.", "object", "Targeted object, or invalid object handle if subsystem handle is invalid")
{
ship_subsys_h *sso;
object_h *objh;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Object.GetPtr(&objh)))
--- a/code/fs2netd/fs2netd_client.cpp
+++ b/code/fs2netd/fs2netd_client.cpp
@@ -478,9 +478,9 @@
break;
default:
ml_string("FS2NetD ERROR: Unknown return case for GetPlayerData()");
- strcpy_s(error_str, "Unkown return case from GetPlayerData(). Contact the FS2NetD Administrator!");
+ strcpy_s(error_str, "Unknown return case from GetPlayerData(). Contact the FS2NetD Administrator!");
retval = false;
break;
}
--- a/code/localization/localize.cpp
+++ b/code/localization/localize.cpp
@@ -1106,9 +1106,9 @@
}
// if we didn't find the language specified, error
if(found_start <= 0){
- error_display(0, "Could not find specified langauge in tstrings.tbl!\n");
+ error_display(0, "Could not find specified language in tstrings.tbl!\n");
lcl_ext_close();
return;
}
--- a/code/object/objectsnd.cpp
+++ b/code/object/objectsnd.cpp
@@ -31,9 +31,9 @@
// int ds3d_update_buffer(int, float, float, vec3d *, vec3d *);
// --end hack--
-// Persistant sounds for objects (pointer to obj_snd is in object struct)
+// Persistent sounds for objects (pointer to obj_snd is in object struct)
typedef struct _obj_snd {
_obj_snd *next, *prev;
int objnum; // object index of object that contains this sound
int id; // Index into Snds[] array
@@ -46,9 +46,9 @@
vec3d offset; // offset from the center of the object where the sound lives
ship_subsys *ss; //Associated subsystem
} obj_snd;
-#define VOL_PAN_UPDATE 50 // time in ms to update a persistant sound vol/pan
+#define VOL_PAN_UPDATE 50 // time in ms to update a persistent sound vol/pan
#define MIN_PERSISTANT_VOL 0.10f
#define MIN_FORWARD_SPEED 5
#define SPEED_SOUND 600.0f // speed of sound in FreeSpace
@@ -90,12 +90,12 @@
// ---------------------------------------------------------------------------------------
// dcf_objsnd()
//
-// Debug console function for object linked persistant sounds
+// Debug console function for object linked persistent sounds
//
//XSTR:OFF
-DCF(objsnd, "Persistant sound stuff" )
+DCF(objsnd, "Persistent sound stuff" )
{
char buf1[16], buf2[64];
obj_snd *osp;
@@ -182,9 +182,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_init()
//
-// Called once at level start to initialize the persistant object sound system
+// Called once at level start to initialize the persistent object sound system
//
void obj_snd_level_init()
{
int i;
@@ -211,9 +211,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_stop()
//
-// Stop a persistant sound from playing.
+// Stop a persistent sound from playing.
//
// parameters: objp => pointer to object that sound is to be stopped for
//
//
@@ -284,9 +284,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_stop_all()
//
-// Stop all object-linked persistant sounds from playing
+// Stop all object-linked persistent sounds from playing
//
//
void obj_snd_stop_all()
{
@@ -447,9 +447,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_do_frame()
//
-// Called once per frame to process the persistant sound objects
+// Called once per frame to process the persistent sound objects
//
void obj_snd_do_frame()
{
float closest_dist, distance, speed_vol_multiplier, rot_vol_mult, percent_max, alive_vol_mult;
@@ -676,15 +676,15 @@
// ---------------------------------------------------------------------------------------
// obj_snd_assign()
//
-// Assign a persistant sound to an object.
+// Assign a persistent sound to an object.
//
// parameters: objnum => index of object that sound is being assigned to
// i => Index into Snds[] array
// fname => filename of sound to play ( so DS3D can load the sound )
//
-// returns: -1 => sound could not be assigned (possible, since only MAX_OBJECT_SOUNDS persistant
+// returns: -1 => sound could not be assigned (possible, since only MAX_OBJECT_SOUNDS persistent
// sound can be assigned per object).
// >= 0 => sound was successfully assigned
//
int obj_snd_assign(int objnum, int sndnum, vec3d *pos, int main, int flags, ship_subsys *associated_sub)
@@ -759,9 +759,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_delete()
//
-// Remove a persistant sound that has been assigned to an object.
+// Remove a persistent sound that has been assigned to an object.
//
// parameters: objnum => index of object that sound is being removed from.
// index => index of sound in objsnd_num
//
@@ -789,9 +789,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_delete_type()
//
-// Remove every similar persistant sound that has been assigned to an object.
+// Remove every similar persistent sound that has been assigned to an object.
//
// parameters: objnum => index of object that sound is being removed from.
// sndnum => index of sound that we're trying to completely get rid of
// -1 to delete all persistent sounds on ship.
@@ -831,9 +831,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_delete_all()
//
-// Remove all persistant sounds
+// Remove all persistent sounds
//
void obj_snd_delete_all()
{
int idx;
@@ -848,9 +848,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_close()
//
-// Called once at game close to de-initialize the persistant object sound system
+// Called once at game close to de-initialize the persistent object sound system
//
void obj_snd_level_close()
{
if ( !Obj_snd_level_inited ) {
--- a/code/parse/sexp.cpp
+++ b/code/parse/sexp.cpp
@@ -11168,9 +11168,9 @@
#ifndef NDEBUG
// Don't give warning for large ships (cruiser on up)
if (! (Ship_info[Ships[shipnum2].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
if ( stricmp(Cargo_names[Ships[shipnum2].cargo1 & CARGO_INDEX_MASK], "nothing") ) {
- Warning(LOCATION, "Transfering cargo to %s which already\nhas cargo %s.\nCargo will be replaced", Ships[shipnum2].ship_name, Cargo_names[Ships[shipnum2].cargo1 & CARGO_INDEX_MASK] );
+ Warning(LOCATION, "Transferring cargo to %s which already\nhas cargo %s.\nCargo will be replaced", Ships[shipnum2].ship_name, Cargo_names[Ships[shipnum2].cargo1 & CARGO_INDEX_MASK] );
}
}
#endif
Ships[shipnum2].cargo1 = char((Ships[shipnum1].cargo1 & CARGO_INDEX_MASK) | (Ships[shipnum2].cargo1 & CARGO_NO_DEPLETE));
@@ -12879,9 +12879,9 @@
else
Warning(LOCATION, "Invalid turret type '%s'!", turret_type);
}
-// Goober5000 - sets the "dont collide invisible" flag on a list of ships
+// Goober5000 - sets the "don't collide invisible" flag on a list of ships
void sexp_dont_collide_invisible(int n, bool dont_collide)
{
sexp_deal_with_ship_flag(n, true, 0, 0, 0, SF2_DONT_COLLIDE_INVIS, 0, P_SF2_DONT_COLLIDE_INVIS, dont_collide);
}
@@ -28555,12 +28555,12 @@
"Currently, only 1 medal will be allowed to be given per mission.\r\n\r\n"
"Takes 1 argument...\r\n"
"\t1:\tName of medal to grant to player." },
- { OP_GOOD_SECONDARY_TIME, "Set prefered secondary weapons\r\n"
- "\tThis sexpression is used to inform the AI about prefered secondary weapons to "
+ { OP_GOOD_SECONDARY_TIME, "Set preferred secondary weapons\r\n"
+ "\tThis sexpression is used to inform the AI about preferred secondary weapons to "
"fire during combat. When this expression is evaulated, any AI ships of the given "
- "team prefer to fire the given weapon at the given ship. (Prefered over other "
+ "team prefer to fire the given weapon at the given ship. (Preferred over other "
"secondary weapons)\r\n\r\n"
"Takes 4 argument...\r\n"
"\t1:\tTeam name which will prefer firing given weapon\r\n"
"\t2:\tMaximum number of this type of weapon above team can fire.\r\n"
@@ -28756,14 +28756,14 @@
"Takes 1 or more arguments...\r\n"
"\t1+:\tName of ships to make invulnerable to weapons." },
{ OP_SHIP_BOMB_TARGETABLE, "ship-targetable-as-bomb\r\n"
- "\tCauses the ships listed in this sexpression to be targetable with bomb targetting key.\r\n\r\n"
+ "\tCauses the ships listed in this sexpression to be targetable with bomb targeting key.\r\n\r\n"
"Takes 1 or more arguments...\r\n"
"\t1+:\tName of ships to make targetable with bomb targeting key." },
{ OP_SHIP_BOMB_UNTARGETABLE, "ship-untargetable-as-bomb\r\n"
- "\tCauses the ships listed in this sexpression to not be targetable with bomb targetting key.\r\n\r\n"
+ "\tCauses the ships listed in this sexpression to not be targetable with bomb targeting key.\r\n\r\n"
"Takes 1 or more arguments...\r\n"
"\t1+:\tName of ships to make nontargetable with bomb targeting key." },
{ OP_SHIELDS_ON, "shields-on\r\n" //-Sesquipedalian
@@ -29032,16 +29032,16 @@
"Takes 1 or more arguments...\r\n"
"\tAll:\tList of ships on which to unset the vaporize flag" },
{ OP_DONT_COLLIDE_INVISIBLE, "don't-collide-invisible\r\n"
- "\tSets the \"dont collide invisible\" flag on a list of ships.\r\n"
+ "\tSets the \"don't collide invisible\" flag on a list of ships.\r\n"
"Takes 1 or more arguments...\r\n"
- "\tAll:\tList of ships on which to set the \"dont collide invisible\" flag" },
+ "\tAll:\tList of ships on which to set the \"don't collide invisible\" flag" },
{ OP_COLLIDE_INVISIBLE, "collide-invisible\r\n"
- "\tUnsets the \"dont collide invisible\" flag on a list of ships.\r\n"
+ "\tUnsets the \"don't collide invisible\" flag on a list of ships.\r\n"
"Takes 1 or more arguments...\r\n"
- "\tAll:\tList of ships on which to unset the \"dont collide invisible\" flag" },
+ "\tAll:\tList of ships on which to unset the \"don't collide invisible\" flag" },
{ OP_SET_MOBILE, "set-mobile\r\n"
"\tAllows the specified ship(s) to move. Opposite of set-immobile.\r\n"
"Takes 1 or more arguments...\r\n"
--- a/code/ai/aiturret.cpp
+++ b/code/ai/aiturret.cpp
@@ -1355,9 +1355,9 @@
}
// NOTE: Do not change this value unless you understand exactly what it means and what it does.
// It refers to how many (non-destroyed) subsystems (and turrets) will be scanned for possible
-// targetting, per turret, per frame. A higher value will process more systems at once,
+// targeting, per turret, per frame. A higher value will process more systems at once,
// but it will be much slower to scan though them. It is not necessary to scan all
// non-destroyed subsystem each frame for each turret. Also, "aifft_max_checks" is balanced
// against the original value, be sure to account for this discrepancy with any changes.
#define MAX_AIFFT_TURRETS 60
--- a/code/cmdline/cmdline.cpp
+++ b/code/cmdline/cmdline.cpp
@@ -308,9 +308,9 @@
int Cmdline_no_vsync = 0;
// HUD related
cmdline_parm ballistic_gauge("-ballistic_gauge", NULL); // Cmdline_ballistic_gauge
-cmdline_parm dualscanlines_arg("-dualscanlines", NULL); // Cmdline_dualscanlines -- Change to phreaks options including new targetting code
+cmdline_parm dualscanlines_arg("-dualscanlines", NULL); // Cmdline_dualscanlines -- Change to phreaks options including new targeting code
cmdline_parm orb_radar("-orbradar", NULL); // Cmdline_orb_radar
cmdline_parm rearm_timer_arg("-rearm_timer", NULL); // Cmdline_rearm_timer
cmdline_parm targetinfo_arg("-targetinfo", NULL); // Cmdline_targetinfo -- Adds ship name/class to right of target box -C
--- a/code/hud/hud.cpp
+++ b/code/hud/hud.cpp
@@ -1602,9 +1602,9 @@
// process asteroid brackets if necessary
hud_show_asteroid_brackets();
- // process targetting data around the current target
+ // process targeting data around the current target
hud_show_targeting_gauges(frametime);
// process brackets and distance to remote detonate missile
hud_process_remote_detonate_missile();
--- a/code/hud/hudtarget.cpp
+++ b/code/hud/hudtarget.cpp
@@ -45,9 +45,9 @@
#include "network/multi.h"
#include "graphics/font.h"
#include "network/multiutil.h"
-// If any of these bits in the ship->flags are set, ignore this ship when targetting
+// If any of these bits in the ship->flags are set, ignore this ship when targeting
int TARGET_SHIP_IGNORE_FLAGS = (SF_EXPLODED|SF_DEPART_WARP|SF_DYING|SF_ARRIVING_STAGE_1|SF_HIDDEN_FROM_SENSORS);
// Global values for the target bracket width and height, used for debugging
int Hud_target_w, Hud_target_h;
@@ -1857,9 +1857,9 @@
}
}
-// Given that object 'targeter' is targetting object 'targetee',
+// Given that object 'targeter' is targeting object 'targetee',
// how far are they? This uses the point closest to the targeter
// object on the targetee's bounding box. So if targeter is inside
// targtee's bounding box, the distance is 0.
float hud_find_target_distance( object *targetee, object *targeter )
@@ -2029,9 +2029,9 @@
}
}
}
- // If no turret is attacking, check if objp is actually targetting attacked_objnum
+ // If no turret is attacking, check if objp is actually targeting attacked_objnum
// don't bail if targeting is for player
if ( !targeting_player && !turret_is_attacking ) {
ai_info *aip = &Ai_info[esct->shipp->ai_index];
@@ -3688,9 +3688,9 @@
// first render the current target the player has selected.
renderLeadCurrentTarget();
- // if extra targetting info is enabled, render lead indicators for objects in the target display list.
+ // if extra targeting info is enabled, render lead indicators for objects in the target display list.
for(size_t i = 0; i < target_display_list.size(); i++) {
if ( (target_display_list[i].flags & TARGET_DISPLAY_LEAD) && target_display_list[i].objp ) {
// set the color
--- a/code/network/multimsgs.cpp
+++ b/code/network/multimsgs.cpp
@@ -2811,9 +2811,9 @@
if (objp->type == OBJ_SHIP) {
ship_actually_depart(objp->instance, s_method);
}
else {
- nprintf(("network", "Can not proces ship depart packed. Object with net signature %d is not a ship!\n", signature ));
+ nprintf(("network", "Can not process ship depart packed. Object with net signature %d is not a ship!\n", signature ));
return;
}
break;
@@ -4347,9 +4347,9 @@
}
// if this player is not allowed to do messaging, quit here
if( !multi_can_message(&Net_players[player_num]) ){
- nprintf(("Network","Recieved player order packet from player not allowed to give orders!!\n"));
+ nprintf(("Network","Received player order packet from player not allowed to give orders!!\n"));
return;
}
// check to see if the type of order is a reinforcement call. If so, intercept it, and
--- a/code/ship/ship.h
+++ b/code/ship/ship.h
@@ -455,9 +455,9 @@
#define SF2_NO_ETS (1<<21) // The E - This ship does not have an ETS
#define SF2_CLOAKED (1<<22) // The E - This ship will not be rendered
#define SF2_NO_THRUSTERS (1<<23) // The E - Thrusters on this ship are not rendered.
-// If any of these bits in the ship->flags are set, ignore this ship when targetting
+// If any of these bits in the ship->flags are set, ignore this ship when targeting
extern int TARGET_SHIP_IGNORE_FLAGS;
#define MAX_DAMAGE_SLOTS 32
#define MAX_SHIP_ARCS 2 // How many "arcs" can be active at once... Must be less than MAX_ARC_EFFECTS in model.h.
--- a/code/weapon/weapons.cpp
+++ b/code/weapon/weapons.cpp
@@ -2343,9 +2343,9 @@
wip->particle_spewers[spew_index].particle_spew_type = PSPEW_PLUME;
} else {
wip->particle_spewers[spew_index].particle_spew_type = PSPEW_DEFAULT;
}
- // for compatability with existing tables that dont have a type tag
+ // for compatability with existing tables that don't have a type tag
} else if (wip->particle_spewers[spew_index].particle_spew_type == PSPEW_NONE) { // make sure the ommission of type wanst to edit an existing entry
wip->particle_spewers[spew_index].particle_spew_type = PSPEW_DEFAULT;
}
@@ -6219,9 +6219,9 @@
// reset the timestamp
wp->particle_spew_time[psi] = timestamp(wip->particle_spewers[0].particle_spew_time);
// turn normals and origins to world space if we need to
- if (!vm_vec_same(&wip->particle_spewers[psi].particle_spew_offset, &vmd_zero_vector)) { // dont xform unused vectors
+ if (!vm_vec_same(&wip->particle_spewers[psi].particle_spew_offset, &vmd_zero_vector)) { // don't xform unused vectors
vm_vec_unrotate(&spawn_pos, &wip->particle_spewers[psi].particle_spew_offset, &obj->orient);
} else {
spawn_pos = vmd_zero_vector;
}
@@ -6334,9 +6334,9 @@
// create a random unit vector and scale it
vm_vec_rand_vec_quick(&input_vel);
vm_vec_scale(&input_vel, wip->particle_spewers[psi].particle_spew_scale);
- if (wip->particle_spewers[psi].particle_spew_z_scale != 1.0f) { // dont do the extra math for spherical effect
+ if (wip->particle_spewers[psi].particle_spew_z_scale != 1.0f) { // don't do the extra math for spherical effect
temp_vel = input_vel;
temp_vel.xyz.z *= wip->particle_spewers[psi].particle_spew_z_scale; // for an oviod particle effect to better combine with laser effects
vm_vec_unrotate(&input_vel, &temp_vel, &obj->orient); // so it has to be rotated
}
--- a/code/freespace2/freespace.cpp
+++ b/code/freespace2/freespace.cpp
@@ -2525,9 +2525,9 @@
if (g3_in_frame() == 0) {
// Ensure that the bars are black
gr_set_color(0,0,0);
- gr_set_bitmap(0); // Valathil - Dont ask me why this has to be here but otherwise the black bars dont draw
+ gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, false);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false);
} else {
// Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
@@ -4266,9 +4266,9 @@
if (g3_in_frame() == 0) {
//Set rectangles
gr_set_color(0,0,0);
- gr_set_bitmap(0); // Valathil - Dont ask me why this has to be here but otherwise the black bars dont draw
+ gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, false);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false);
} else {
//Set clipping
@@ -4281,9 +4281,9 @@
int yborder = gr_screen.max_h/CUTSCENE_BAR_DIVISOR;
if (g3_in_frame() == 0) {
gr_set_color(0,0,0);
- gr_set_bitmap(0); // Valathil - Dont ask me why this has to be here but otherwise the black bars dont draw
+ gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, false);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false);
} else {
gr_reset_clip();
--- a/code/missionui/missionscreencommon.cpp
+++ b/code/missionui/missionscreencommon.cpp
@@ -1600,9 +1600,9 @@
g3_draw_htl_line(&start,&stop);
}
g3_done_instance(true);
- gr_zbuffer_set(false); // Turn of Depthbuffer so we dont get gridlines over the ship or a disappearing scanline
+ gr_zbuffer_set(false); // Turn of Depthbuffer so we don't get gridlines over the ship or a disappearing scanline
if (time >= 0.5f) { // Phase 1 onward draw the grid
int i;
start.xyz.y = -offset;
start.xyz.z = size+offset*0.5f;
--- a/code/sound/ds.cpp
+++ b/code/sound/ds.cpp
@@ -300,9 +300,9 @@
ogg_int64_t pcm_total_size = ov_pcm_total(ovf, -1);
if (pcm_total_size > 0) {
*dest_size = (uint)(pcm_total_size * (*header)->nBlockAlign);
} else {
- nprintf(("Sound", "SOUND ==> Size returned for this file is invalid. Please reencode the file, as it will not work correctly.\n"));
+ nprintf(("Sound", "SOUND ==> Size returned for this file is invalid. Please re-encode the file, as it will not work correctly.\n"));
return -1;
}
} else {
Assert( 0 );
--- a/code/ship/ship.cpp
+++ b/code/ship/ship.cpp
@@ -278,9 +278,9 @@
{ "no type", SIF_NO_SHIP_TYPE, 0 },
{ "ship copy", SIF_SHIP_COPY, 0 },
{ "in tech database", SIF_IN_TECH_DATABASE | SIF_IN_TECH_DATABASE_M, 0 },
{ "in tech database multi", SIF_IN_TECH_DATABASE_M, 0 },
- { "dont collide invisible", SIF_SHIP_CLASS_DONT_COLLIDE_INVIS, 0 },
+ { "don't collide invisible", SIF_SHIP_CLASS_DONT_COLLIDE_INVIS, 0 },
{ "big damage", SIF_BIG_DAMAGE, 0 },
{ "corvette", SIF_CORVETTE, 0 },
{ "gas miner", SIF_GAS_MINER, 0 },
{ "awacs", SIF_AWACS, 0 },
|
|
|
the change to ship.cpp will break Ships.tbl, see http://www.hard-light.net/wiki/index.php/Ships.tbl#.22dont_collide_invisible.22 |
|
|
Yeah, that last one cannot go in. In fact I don't even know if any flag like that could support having an apostrophe. Rest of the patch looked fine though. |
|
|
Looks good to me too. I went to commit the patch, sans the ship.cpp change, but almost every patch hunk was rejected. Onlyjob, could you generate a new patch? |
|
|
Against the latest trunk, please. |
|
|
spelling[trunk].patch (26,295 bytes)
Last-Update: 2013-01-13
Author: Dmitry Smirnov <onlyjob@member.fsf.org>
Forwarded: 2013-01-10
Bug-Upstream: http://scp.indiegames.us/mantis/view.php?id=2777
Description: spelling corrections
--- a/code/network/psnet2.cpp
+++ b/code/network/psnet2.cpp
@@ -1997,9 +1997,9 @@
Reliable_sockets[i].last_packet_received = psnet_get_time();
memcpy(&Reliable_sockets[i].addr,&rcv_addr,sizeof(SOCKADDR));
Reliable_sockets[i].status = RNF_LIMBO;
*socket = i;
- ml_string("Succesfully connected to server in nw_ConnectToServer().");
+ ml_string("Successfully connected to server in nw_ConnectToServer().");
//Now send I_AM_HERE packet
conn_header.type = RNT_I_AM_HERE;
conn_header.seq = (ushort)(~CONNECTSEQ);
conn_header.data_len = 0;
--- a/code/autopilot/autopilot.cpp
+++ b/code/autopilot/autopilot.cpp
@@ -224,9 +224,9 @@
// This does:
// * Control switched from player to AI
// * Time compression to 32x
// * Lock time compression -WMC
-// * Tell AI to fly to targetted Nav Point (for all nav-status wings/ships)
+// * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
bool StartAutopilot()
{
// Check for support ship and dismiss it if it is not doing anything.
--- a/code/autopilot/autopilot.h
+++ b/code/autopilot/autopilot.h
@@ -82,9 +82,9 @@
// This does:
// * Checks if Autopilot is allowed. See CanAutopilot() for conditions.
// * Control switched from player to AI
// * Time compression to 32x
-// * Tell AI to fly to targetted Nav Point (for all nav-status wings/ships)
+// * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
// Returns false if autopilot cannot be started. True otherwise.
bool StartAutopilot();
--- a/code/parse/lua.cpp
+++ b/code/parse/lua.cpp
@@ -4911,9 +4911,9 @@
return ade_set_args(L, "o", l_Shields.Set(object_h(objh->objp)));
}
-ADE_FUNC(getSignature, l_Object, NULL, "Gets the object's unique signature", "number", "Returns the objects unique numeric signature, or -1 if invalid. useful for creating a metadata sytem")
+ADE_FUNC(getSignature, l_Object, NULL, "Gets the object's unique signature", "number", "Returns the objects unique numeric signature, or -1 if invalid. useful for creating a metadata system")
{
object_h *oh;
if(!ade_get_args(L, "o", l_Object.GetPtr(&oh)))
return ade_set_error(L, "i", -1);
@@ -5547,9 +5547,9 @@
return true;
}
};
-ade_obj<cockpit_displays_info_h> l_CockpitDisplayInfos("cockpitdisplays", "Array of cockpit display informations");
+ade_obj<cockpit_displays_info_h> l_CockpitDisplayInfos("cockpitdisplays", "Array of cockpit display information");
ADE_FUNC(__len, l_CockpitDisplayInfos, NULL, "Number of cockpit displays for this ship class", "number", "number of cockpit displays or -1 on error")
{
cockpit_displays_info_h *cdih = NULL;
@@ -5951,9 +5951,9 @@
return ade_set_args(L, "o", l_Model.Set(model_h(sip->cockpit_model_num)));
}
-ADE_VIRTVAR(CockpitDisplays, l_Shipclass, "cockpitdisplays", "Gets the cockpit display information array of this ship class", "cockpitdisplays", "Array handle containing the informations or invalid handle on error")
+ADE_VIRTVAR(CockpitDisplays, l_Shipclass, "cockpitdisplays", "Gets the cockpit display information array of this ship class", "cockpitdisplays", "Array handle containing the information or invalid handle on error")
{
int ship_info_idx=-1;
cockpit_displays_info_h *cdih = NULL;
if(!ade_get_args(L, "o|o", l_Shipclass.Get(&ship_info_idx), l_CockpitDisplayInfos.GetPtr(&cdih)))
@@ -7087,9 +7087,9 @@
return ade_set_args(L, "o", l_WeaponBankType.Set(ship_banktype_h(sso->objp, dst, SWH_SECONDARY)));
}
-ADE_VIRTVAR(Target, l_Subsystem, "object", "Object targetted by this subsystem. If used to set a new target, AI targeting will be switched off.", "object", "Targeted object, or invalid object handle if subsystem handle is invalid")
+ADE_VIRTVAR(Target, l_Subsystem, "object", "Object targeted by this subsystem. If used to set a new target, AI targeting will be switched off.", "object", "Targeted object, or invalid object handle if subsystem handle is invalid")
{
ship_subsys_h *sso;
object_h *objh;
if(!ade_get_args(L, "o|o", l_Subsystem.GetPtr(&sso), l_Object.GetPtr(&objh)))
--- a/code/fs2netd/fs2netd_client.cpp
+++ b/code/fs2netd/fs2netd_client.cpp
@@ -489,9 +489,9 @@
break;
default:
ml_string("FS2NetD ERROR: Unknown return case for GetPlayerData()");
- strcpy_s(error_str, "Unkown return case from GetPlayerData(). Contact the FS2NetD Administrator!");
+ strcpy_s(error_str, "Unknown return case from GetPlayerData(). Contact the FS2NetD Administrator!");
retval = false;
break;
}
--- a/code/localization/localize.cpp
+++ b/code/localization/localize.cpp
@@ -1297,9 +1297,9 @@
}
// if we didn't find the language specified, error
if(found_start <= 0){
- error_display(0, "Could not find specified langauge in tstrings.tbl!\n");
+ error_display(0, "Could not find specified language in tstrings.tbl!\n");
lcl_ext_close();
return;
}
--- a/code/object/objectsnd.cpp
+++ b/code/object/objectsnd.cpp
@@ -31,9 +31,9 @@
// int ds3d_update_buffer(int, float, float, vec3d *, vec3d *);
// --end hack--
-// Persistant sounds for objects (pointer to obj_snd is in object struct)
+// Persistent sounds for objects (pointer to obj_snd is in object struct)
typedef struct _obj_snd {
_obj_snd *next, *prev;
int objnum; // object index of object that contains this sound
int id; // Index into Snds[] array
@@ -46,9 +46,9 @@
vec3d offset; // offset from the center of the object where the sound lives
ship_subsys *ss; //Associated subsystem
} obj_snd;
-#define VOL_PAN_UPDATE 50 // time in ms to update a persistant sound vol/pan
+#define VOL_PAN_UPDATE 50 // time in ms to update a persistent sound vol/pan
#define MIN_PERSISTANT_VOL 0.10f
#define MIN_FORWARD_SPEED 5
#define SPEED_SOUND 600.0f // speed of sound in FreeSpace
@@ -90,12 +90,12 @@
// ---------------------------------------------------------------------------------------
// dcf_objsnd()
//
-// Debug console function for object linked persistant sounds
+// Debug console function for object linked persistent sounds
//
//XSTR:OFF
-DCF(objsnd, "Persistant sound stuff" )
+DCF(objsnd, "Persistent sound stuff" )
{
char buf1[16], buf2[64];
obj_snd *osp;
@@ -182,9 +182,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_init()
//
-// Called once at level start to initialize the persistant object sound system
+// Called once at level start to initialize the persistent object sound system
//
void obj_snd_level_init()
{
int i;
@@ -211,9 +211,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_stop()
//
-// Stop a persistant sound from playing.
+// Stop a persistent sound from playing.
//
// parameters: objp => pointer to object that sound is to be stopped for
//
//
@@ -284,9 +284,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_stop_all()
//
-// Stop all object-linked persistant sounds from playing
+// Stop all object-linked persistent sounds from playing
//
//
void obj_snd_stop_all()
{
@@ -445,9 +445,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_do_frame()
//
-// Called once per frame to process the persistant sound objects
+// Called once per frame to process the persistent sound objects
//
void obj_snd_do_frame()
{
float closest_dist, distance, speed_vol_multiplier, rot_vol_mult, percent_max, alive_vol_mult;
@@ -674,15 +674,15 @@
// ---------------------------------------------------------------------------------------
// obj_snd_assign()
//
-// Assign a persistant sound to an object.
+// Assign a persistent sound to an object.
//
// parameters: objnum => index of object that sound is being assigned to
// i => Index into Snds[] array
// fname => filename of sound to play ( so DS3D can load the sound )
//
-// returns: -1 => sound could not be assigned (possible, since only MAX_OBJECT_SOUNDS persistant
+// returns: -1 => sound could not be assigned (possible, since only MAX_OBJECT_SOUNDS persistent
// sound can be assigned per object).
// >= 0 => sound was successfully assigned
//
int obj_snd_assign(int objnum, int sndnum, vec3d *pos, int main, int flags, ship_subsys *associated_sub)
@@ -757,9 +757,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_delete()
//
-// Remove a persistant sound that has been assigned to an object.
+// Remove a persistent sound that has been assigned to an object.
//
// parameters: objnum => index of object that sound is being removed from.
// index => index of sound in objsnd_num
//
@@ -787,9 +787,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_delete_type()
//
-// Remove every similar persistant sound that has been assigned to an object.
+// Remove every similar persistent sound that has been assigned to an object.
//
// parameters: objnum => index of object that sound is being removed from.
// sndnum => index of sound that we're trying to completely get rid of
// -1 to delete all persistent sounds on ship.
@@ -829,9 +829,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_delete_all()
//
-// Remove all persistant sounds
+// Remove all persistent sounds
//
void obj_snd_delete_all()
{
int idx;
@@ -846,9 +846,9 @@
// ---------------------------------------------------------------------------------------
// obj_snd_close()
//
-// Called once at game close to de-initialize the persistant object sound system
+// Called once at game close to de-initialize the persistent object sound system
//
void obj_snd_level_close()
{
if ( !Obj_snd_level_inited ) {
--- a/code/parse/sexp.cpp
+++ b/code/parse/sexp.cpp
@@ -11546,9 +11546,9 @@
#ifndef NDEBUG
// Don't give warning for large ships (cruiser on up)
if (! (Ship_info[Ships[shipnum2].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
if ( stricmp(Cargo_names[Ships[shipnum2].cargo1 & CARGO_INDEX_MASK], "nothing") ) {
- Warning(LOCATION, "Transfering cargo to %s which already\nhas cargo %s.\nCargo will be replaced", Ships[shipnum2].ship_name, Cargo_names[Ships[shipnum2].cargo1 & CARGO_INDEX_MASK] );
+ Warning(LOCATION, "Transferring cargo to %s which already\nhas cargo %s.\nCargo will be replaced", Ships[shipnum2].ship_name, Cargo_names[Ships[shipnum2].cargo1 & CARGO_INDEX_MASK] );
}
}
#endif
Ships[shipnum2].cargo1 = char((Ships[shipnum1].cargo1 & CARGO_INDEX_MASK) | (Ships[shipnum2].cargo1 & CARGO_NO_DEPLETE));
@@ -13686,9 +13686,9 @@
else
Warning(LOCATION, "Invalid turret type '%s'!", turret_type);
}
-// Goober5000 - sets the "dont collide invisible" flag on a list of ships
+// Goober5000 - sets the "don't collide invisible" flag on a list of ships
void sexp_dont_collide_invisible(int n, bool dont_collide)
{
sexp_deal_with_ship_flag(n, true, 0, 0, 0, SF2_DONT_COLLIDE_INVIS, 0, P_SF2_DONT_COLLIDE_INVIS, dont_collide);
}
@@ -29973,12 +29973,12 @@
"Currently, only 1 medal will be allowed to be given per mission.\r\n\r\n"
"Takes 1 argument...\r\n"
"\t1:\tName of medal to grant to player." },
- { OP_GOOD_SECONDARY_TIME, "Set prefered secondary weapons\r\n"
- "\tThis sexpression is used to inform the AI about prefered secondary weapons to "
+ { OP_GOOD_SECONDARY_TIME, "Set preferred secondary weapons\r\n"
+ "\tThis sexpression is used to inform the AI about preferred secondary weapons to "
"fire during combat. When this expression is evaulated, any AI ships of the given "
- "team prefer to fire the given weapon at the given ship. (Prefered over other "
+ "team prefer to fire the given weapon at the given ship. (Preferred over other "
"secondary weapons)\r\n\r\n"
"Takes 4 argument...\r\n"
"\t1:\tTeam name which will prefer firing given weapon\r\n"
"\t2:\tMaximum number of this type of weapon above team can fire.\r\n"
@@ -30182,14 +30182,14 @@
"Takes 1 or more arguments...\r\n"
"\t1+:\tName of ships to make invulnerable to weapons." },
{ OP_SHIP_BOMB_TARGETABLE, "ship-targetable-as-bomb\r\n"
- "\tCauses the ships listed in this sexpression to be targetable with bomb targetting key.\r\n\r\n"
+ "\tCauses the ships listed in this sexpression to be targetable with bomb targeting key.\r\n\r\n"
"Takes 1 or more arguments...\r\n"
"\t1+:\tName of ships to make targetable with bomb targeting key." },
{ OP_SHIP_BOMB_UNTARGETABLE, "ship-untargetable-as-bomb\r\n"
- "\tCauses the ships listed in this sexpression to not be targetable with bomb targetting key.\r\n\r\n"
+ "\tCauses the ships listed in this sexpression to not be targetable with bomb targeting key.\r\n\r\n"
"Takes 1 or more arguments...\r\n"
"\t1+:\tName of ships to make nontargetable with bomb targeting key." },
{ OP_SHIELDS_ON, "shields-on\r\n" //-Sesquipedalian
@@ -30458,16 +30458,16 @@
"Takes 1 or more arguments...\r\n"
"\tAll:\tList of ships on which to unset the vaporize flag" },
{ OP_DONT_COLLIDE_INVISIBLE, "don't-collide-invisible\r\n"
- "\tSets the \"dont collide invisible\" flag on a list of ships.\r\n"
+ "\tSets the \"don't collide invisible\" flag on a list of ships.\r\n"
"Takes 1 or more arguments...\r\n"
- "\tAll:\tList of ships on which to set the \"dont collide invisible\" flag" },
+ "\tAll:\tList of ships on which to set the \"don't collide invisible\" flag" },
{ OP_COLLIDE_INVISIBLE, "collide-invisible\r\n"
- "\tUnsets the \"dont collide invisible\" flag on a list of ships.\r\n"
+ "\tUnsets the \"don't collide invisible\" flag on a list of ships.\r\n"
"Takes 1 or more arguments...\r\n"
- "\tAll:\tList of ships on which to unset the \"dont collide invisible\" flag" },
+ "\tAll:\tList of ships on which to unset the \"don't collide invisible\" flag" },
{ OP_SET_MOBILE, "set-mobile\r\n"
"\tAllows the specified ship(s) to move. Opposite of set-immobile.\r\n"
"Takes 1 or more arguments...\r\n"
--- a/code/ai/aiturret.cpp
+++ b/code/ai/aiturret.cpp
@@ -1437,9 +1437,9 @@
}
// NOTE: Do not change this value unless you understand exactly what it means and what it does.
// It refers to how many (non-destroyed) subsystems (and turrets) will be scanned for possible
-// targetting, per turret, per frame. A higher value will process more systems at once,
+// targeting, per turret, per frame. A higher value will process more systems at once,
// but it will be much slower to scan though them. It is not necessary to scan all
// non-destroyed subsystem each frame for each turret. Also, "aifft_max_checks" is balanced
// against the original value, be sure to account for this discrepancy with any changes.
#define MAX_AIFFT_TURRETS 60
--- a/code/cmdline/cmdline.cpp
+++ b/code/cmdline/cmdline.cpp
@@ -309,9 +309,9 @@
int Cmdline_no_vsync = 0;
// HUD related
cmdline_parm ballistic_gauge("-ballistic_gauge", NULL); // Cmdline_ballistic_gauge
-cmdline_parm dualscanlines_arg("-dualscanlines", NULL); // Cmdline_dualscanlines -- Change to phreaks options including new targetting code
+cmdline_parm dualscanlines_arg("-dualscanlines", NULL); // Cmdline_dualscanlines -- Change to phreaks options including new targeting code
cmdline_parm orb_radar("-orbradar", NULL); // Cmdline_orb_radar
cmdline_parm rearm_timer_arg("-rearm_timer", NULL); // Cmdline_rearm_timer
cmdline_parm targetinfo_arg("-targetinfo", NULL); // Cmdline_targetinfo -- Adds ship name/class to right of target box -C
--- a/code/hud/hud.cpp
+++ b/code/hud/hud.cpp
@@ -1655,9 +1655,9 @@
// process asteroid brackets if necessary
hud_show_asteroid_brackets();
- // process targetting data around the current target
+ // process targeting data around the current target
hud_show_targeting_gauges(frametime);
// process brackets and distance to remote detonate missile
hud_process_remote_detonate_missile();
--- a/code/hud/hudtarget.cpp
+++ b/code/hud/hudtarget.cpp
@@ -46,9 +46,9 @@
#include "graphics/font.h"
#include "network/multiutil.h"
#include "model/model.h"
-// If any of these bits in the ship->flags are set, ignore this ship when targetting
+// If any of these bits in the ship->flags are set, ignore this ship when targeting
int TARGET_SHIP_IGNORE_FLAGS = (SF_EXPLODED|SF_DEPART_WARP|SF_DYING|SF_ARRIVING_STAGE_1|SF_HIDDEN_FROM_SENSORS);
// Global values for the target bracket width and height, used for debugging
int Hud_target_w, Hud_target_h;
@@ -1282,10 +1282,10 @@
/// \param target_filters Applies a bit filter to exclude certain
/// classes of objects from being targeted.
/// Defaults to (SIF_CARGO | SIF_NAVBUOY)
///
-/// \returns The next object to target if targetting was successful.
-/// Returns NULL if targetting was unsuccessful.
+/// \returns The next object to target if targeting was successful.
+/// Returns NULL if targeting was unsuccessful.
static object* select_next_target_by_distance( const bool targeting_from_closest_to_farthest, const int valid_team_mask, const int attacked_object_number = -1, const int target_filters = (SIF_CARGO | SIF_NAVBUOY)) {
object *minimum_object_ptr, *maximum_object_ptr, *nearest_object_ptr;
minimum_object_ptr = maximum_object_ptr = nearest_object_ptr = NULL;
float current_distance = hud_find_target_distance(&Objects[Player_ai->target_objnum], Player_obj);
@@ -1988,9 +1988,9 @@
}
}
-// Given that object 'targeter' is targetting object 'targetee',
+// Given that object 'targeter' is targeting object 'targetee',
// how far are they? This uses the point closest to the targeter
// object on the targetee's bounding box. So if targeter is inside
// targtee's bounding box, the distance is 0.
float hud_find_target_distance( object *targetee, object *targeter )
@@ -2139,9 +2139,9 @@
}
}
}
- // If no turret is attacking, check if objp is actually targetting attacked_objnum
+ // If no turret is attacking, check if objp is actually targeting attacked_objnum
// don't bail if targeting is for player
if ( !targeting_player && !turret_is_attacking ) {
ai_info *aip = &Ai_info[esct->shipp->ai_index];
@@ -3850,9 +3850,9 @@
// first render the current target the player has selected.
renderLeadCurrentTarget();
- // if extra targetting info is enabled, render lead indicators for objects in the target display list.
+ // if extra targeting info is enabled, render lead indicators for objects in the target display list.
for(size_t i = 0; i < target_display_list.size(); i++) {
if ( (target_display_list[i].flags & TARGET_DISPLAY_LEAD) && target_display_list[i].objp ) {
// set the color
--- a/code/network/multimsgs.cpp
+++ b/code/network/multimsgs.cpp
@@ -2810,9 +2810,9 @@
if (objp->type == OBJ_SHIP) {
ship_actually_depart(objp->instance, s_method);
}
else {
- nprintf(("network", "Can not proces ship depart packed. Object with net signature %d is not a ship!\n", signature ));
+ nprintf(("network", "Can not process ship depart packed. Object with net signature %d is not a ship!\n", signature ));
return;
}
break;
@@ -4348,9 +4348,9 @@
}
// if this player is not allowed to do messaging, quit here
if( !multi_can_message(&Net_players[player_num]) ){
- nprintf(("Network","Recieved player order packet from player not allowed to give orders!!\n"));
+ nprintf(("Network","Received player order packet from player not allowed to give orders!!\n"));
return;
}
// check to see if the type of order is a reinforcement call. If so, intercept it, and
--- a/code/ship/ship.h
+++ b/code/ship/ship.h
@@ -490,9 +490,9 @@
#define SF2_NO_THRUSTERS (1<<23) // The E - Thrusters on this ship are not rendered.
#define SF2_SHIP_LOCKED (1<<24) // Karajorma - Prevents the player from changing the ship class on loadout screen
#define SF2_WEAPONS_LOCKED (1<<25) // Karajorma - Prevents the player from changing the weapons on the ship on the loadout screen
-// If any of these bits in the ship->flags are set, ignore this ship when targetting
+// If any of these bits in the ship->flags are set, ignore this ship when targeting
extern int TARGET_SHIP_IGNORE_FLAGS;
#define MAX_DAMAGE_SLOTS 32
#define MAX_SHIP_ARCS 2 // How many "arcs" can be active at once... Must be less than MAX_ARC_EFFECTS in model.h.
--- a/code/weapon/weapons.cpp
+++ b/code/weapon/weapons.cpp
@@ -2405,9 +2405,9 @@
wip->particle_spewers[spew_index].particle_spew_type = PSPEW_PLUME;
} else {
wip->particle_spewers[spew_index].particle_spew_type = PSPEW_DEFAULT;
}
- // for compatability with existing tables that dont have a type tag
+ // for compatability with existing tables that don't have a type tag
} else if (wip->particle_spewers[spew_index].particle_spew_type == PSPEW_NONE) { // make sure the ommission of type wanst to edit an existing entry
wip->particle_spewers[spew_index].particle_spew_type = PSPEW_DEFAULT;
}
@@ -6343,9 +6343,9 @@
// reset the timestamp
wp->particle_spew_time[psi] = timestamp(wip->particle_spewers[0].particle_spew_time);
// turn normals and origins to world space if we need to
- if (!vm_vec_same(&wip->particle_spewers[psi].particle_spew_offset, &vmd_zero_vector)) { // dont xform unused vectors
+ if (!vm_vec_same(&wip->particle_spewers[psi].particle_spew_offset, &vmd_zero_vector)) { // don't xform unused vectors
vm_vec_unrotate(&spawn_pos, &wip->particle_spewers[psi].particle_spew_offset, &obj->orient);
} else {
spawn_pos = vmd_zero_vector;
}
@@ -6458,9 +6458,9 @@
// create a random unit vector and scale it
vm_vec_rand_vec_quick(&input_vel);
vm_vec_scale(&input_vel, wip->particle_spewers[psi].particle_spew_scale);
- if (wip->particle_spewers[psi].particle_spew_z_scale != 1.0f) { // dont do the extra math for spherical effect
+ if (wip->particle_spewers[psi].particle_spew_z_scale != 1.0f) { // don't do the extra math for spherical effect
temp_vel = input_vel;
temp_vel.xyz.z *= wip->particle_spewers[psi].particle_spew_z_scale; // for an oviod particle effect to better combine with laser effects
vm_vec_unrotate(&input_vel, &temp_vel, &obj->orient); // so it has to be rotated
}
--- a/code/freespace2/freespace.cpp
+++ b/code/freespace2/freespace.cpp
@@ -2509,9 +2509,9 @@
if (g3_in_frame() == 0) {
// Ensure that the bars are black
gr_set_color(0,0,0);
- gr_set_bitmap(0); // Valathil - Dont ask me why this has to be here but otherwise the black bars dont draw
+ gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, false);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false);
} else {
// Numeric constants encouraged by J "pig farmer" S, who shall remain semi-anonymous.
@@ -4248,9 +4248,9 @@
if (g3_in_frame() == 0) {
//Set rectangles
gr_set_color(0,0,0);
- gr_set_bitmap(0); // Valathil - Dont ask me why this has to be here but otherwise the black bars dont draw
+ gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, false);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false);
} else {
//Set clipping
@@ -4263,9 +4263,9 @@
int yborder = gr_screen.max_h/CUTSCENE_BAR_DIVISOR;
if (g3_in_frame() == 0) {
gr_set_color(0,0,0);
- gr_set_bitmap(0); // Valathil - Dont ask me why this has to be here but otherwise the black bars dont draw
+ gr_set_bitmap(0); // Valathil - Don't ask me why this has to be here but otherwise the black bars don't draw
gr_rect(0, 0, gr_screen.max_w, yborder, false);
gr_rect(0, gr_screen.max_h-yborder, gr_screen.max_w, yborder, false);
} else {
gr_reset_clip();
--- a/code/missionui/missionscreencommon.cpp
+++ b/code/missionui/missionscreencommon.cpp
@@ -1678,9 +1678,9 @@
g3_draw_htl_line(&start,&stop);
}
g3_done_instance(true);
- gr_zbuffer_set(GR_ZBUFF_NONE); // Turn of Depthbuffer so we dont get gridlines over the ship or a disappearing scanline
+ gr_zbuffer_set(GR_ZBUFF_NONE); // Turn of Depthbuffer so we don't get gridlines over the ship or a disappearing scanline
Glowpoint_use_depth_buffer = false; // Since we don't have one
if (time >= 0.5f) { // Phase 1 onward draw the grid
int i;
start.xyz.y = -offset;
--- a/code/sound/ds.cpp
+++ b/code/sound/ds.cpp
@@ -300,9 +300,9 @@
ogg_int64_t pcm_total_size = ov_pcm_total(ovf, -1);
if (pcm_total_size > 0) {
*dest_size = (uint)(pcm_total_size * (*header)->nBlockAlign);
} else {
- nprintf(("Sound", "SOUND ==> Size returned for this file is invalid. Please reencode the file, as it will not work correctly.\n"));
+ nprintf(("Sound", "SOUND ==> Size returned for this file is invalid. Please re-encode the file, as it will not work correctly.\n"));
return -1;
}
} else {
Assert( 0 );
--- a/lua/lstate.h
+++ b/lua/lstate.h
@@ -42,9 +42,9 @@
} stringtable;
/*
-** informations about a call
+** information about a call
*/
typedef struct CallInfo {
StkId base; /* base for this function */
StkId func; /* function index in the stack */
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Apologies for messing up with ship.cpp. I'll be more careful. Please find revised patch for trunk attached. I hope it's better. Thanks. |
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It's not ship.cpp that's the problem, it's the fact that "dont collide invisible" is actually a flag that is parsed from a file. Don't worry; overall it's a good patch. Unfortunately, this one was rejected again. I think I see why; you seem to have two separate folder structures under "a" and "b". Fortunately, by editing in Notepad, I was able to convert it so that it patched successfully. |
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fs2open: trunk r9503 2013-01-13 04:50 Ported: N/A Details Diff |
onlyjob's spelling fixes, per Mantis 0002777 |
Affected Issues 0002777 |
|
| mod - /trunk/fs2_open/code/ai/aiturret.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/autopilot/autopilot.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/autopilot/autopilot.h | Diff File | ||
| mod - /trunk/fs2_open/code/cmdline/cmdline.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/freespace2/freespace.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/fs2netd/fs2netd_client.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/hud/hud.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/hud/hudtarget.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/localization/localize.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/missionui/missionscreencommon.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/network/multimsgs.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/network/psnet2.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/object/objectsnd.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/parse/lua.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/parse/sexp.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/ship/ship.h | Diff File | ||
| mod - /trunk/fs2_open/code/sound/ds.cpp | Diff File | ||
| mod - /trunk/fs2_open/code/weapon/weapons.cpp | Diff File | ||
| mod - /trunk/fs2_open/lua/lstate.h | Diff File | ||
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2013-01-10 05:30 | onlyjob | New Issue | |
| 2013-01-10 05:30 | onlyjob | Status | new => assigned |
| 2013-01-10 05:30 | onlyjob | Assigned To | => chief1983 |
| 2013-01-10 05:30 | onlyjob | File Added: spelling.patch | |
| 2013-01-10 20:08 | Eli2 | Note Added: 0014625 | |
| 2013-01-10 20:08 | Eli2 | Note Edited: 0014625 | |
| 2013-01-10 20:34 | chief1983 | Note Added: 0014627 | |
| 2013-01-10 20:50 | niffiwan | Status | assigned => code review |
| 2013-01-12 22:06 | Goober5000 | Note Added: 0014639 | |
| 2013-01-12 23:58 | chief1983 | Note Added: 0014643 | |
| 2013-01-13 08:17 | onlyjob | File Added: spelling[trunk].patch | |
| 2013-01-13 08:19 | onlyjob | Note Added: 0014647 | |
| 2013-01-13 09:11 | Goober5000 | Note Added: 0014648 | |
| 2013-01-13 09:13 | Goober5000 | Changeset attached | => fs2open trunk r9503 |
| 2013-01-13 09:13 | Goober5000 | Assigned To | chief1983 => |
| 2013-01-13 09:13 | Goober5000 | Status | code review => resolved |
| 2013-01-13 09:13 | Goober5000 | Resolution | open => fixed |