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 }, |
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the change to ship.cpp will break Ships.tbl, see http://www.hard-light.net/wiki/index.php/Ships.tbl#.22dont_collide_invisible.22 |
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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. |
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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? |
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Against the latest trunk, please. |
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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. |
fs2open: trunk r9503 2013-01-13 04:50 Ported: N/A Details Diff |
onlyjob's spelling fixes, per Mantis 0002777 |
Affected Issues 0002777 |
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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 |