From 3622f9a220c0a1f08765855e99c422ba8ad630a0 Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Wed, 14 Jan 2026 17:04:15 -0500 Subject: [PATCH 1/2] fix(typos): Fix spelling errors in GeneralsMD/Code/GameEngine/Source (Client, Common) comments --- .../GameEngine/Source/Common/CommandLine.cpp | 2 +- .../GameEngine/Source/Common/GlobalData.cpp | 6 ++-- .../Source/Common/PartitionSolver.cpp | 2 +- .../Source/Common/RTS/AcademyStats.cpp | 8 +++--- .../Source/Common/RTS/ActionManager.cpp | 2 +- .../GameEngine/Source/Common/RTS/Player.cpp | 4 +-- .../Common/RTS/ProductionPrerequisite.cpp | 4 +-- .../Common/RTS/ResourceGatheringManager.cpp | 2 +- .../Source/Common/RTS/SpecialPower.cpp | 2 +- .../GameEngine/Source/Common/RTS/Team.cpp | 2 +- .../Source/Common/RTS/TunnelTracker.cpp | 2 +- .../GameEngine/Source/Common/Recorder.cpp | 2 +- .../Source/Common/StatsCollector.cpp | 2 +- .../Source/Common/System/BuildAssistant.cpp | 8 +++--- .../Source/Common/System/FunctionLexicon.cpp | 4 +-- .../Source/Common/System/registry.cpp | 2 +- .../Source/Common/Thing/ModuleFactory.cpp | 4 +-- .../GameEngine/Source/Common/Thing/Thing.cpp | 2 +- .../Source/Common/Thing/ThingFactory.cpp | 2 +- .../Source/Common/Thing/ThingTemplate.cpp | 2 +- .../GameEngine/Source/GameClient/Color.cpp | 2 +- .../GameEngine/Source/GameClient/Display.cpp | 2 +- .../GameEngine/Source/GameClient/Drawable.cpp | 10 +++---- .../GameClient/GUI/ControlBar/ControlBar.cpp | 8 +++--- .../GUI/ControlBar/ControlBarCommand.cpp | 8 +++--- .../GUI/ControlBar/ControlBarMultiSelect.cpp | 2 +- .../GUI/ControlBar/ControlBarOCLTimer.cpp | 2 +- .../ControlBarUnderConstruction.cpp | 2 +- .../GUI/GUICallbacks/ExtendedMessageBox.cpp | 2 +- .../GUI/GUICallbacks/IMECandidate.cpp | 4 +-- .../Menus/KeyboardOptionsMenu.cpp | 2 +- .../GUI/GUICallbacks/Menus/PopupSaveLoad.cpp | 4 +-- .../GUI/GUICallbacks/Menus/QuitMenu.cpp | 4 +-- .../GUICallbacks/Menus/WOLGameSetupMenu.cpp | 4 +-- .../GameClient/GUI/Gadget/GadgetComboBox.cpp | 4 +-- .../GameClient/GUI/Gadget/GadgetListBox.cpp | 14 +++++----- .../GUI/Gadget/GadgetPushButton.cpp | 2 +- .../GameClient/GUI/Gadget/GadgetTextEntry.cpp | 2 +- .../GUI/Gadget/GadgetVerticalSlider.cpp | 2 +- .../Source/GameClient/GUI/GameFont.cpp | 2 +- .../Source/GameClient/GUI/GameWindow.cpp | 10 +++---- .../Source/GameClient/GUI/IMEManager.cpp | 14 +++++----- .../GameClient/GUI/ProcessAnimateWindow.cpp | 12 ++++---- .../Source/GameClient/GUI/Shell/Shell.cpp | 6 ++-- .../Source/GameClient/GUI/WindowLayout.cpp | 2 +- .../Source/GameClient/GameClient.cpp | 10 +++---- .../GameEngine/Source/GameClient/InGameUI.cpp | 28 +++++++++---------- .../Source/GameClient/Input/Keyboard.cpp | 2 +- .../Source/GameClient/Input/Mouse.cpp | 4 +-- .../GameEngine/Source/GameClient/Line2D.cpp | 2 +- .../GameClient/MessageStream/CommandXlat.cpp | 8 +++--- .../MessageStream/SelectionXlat.cpp | 6 ++-- .../GameClient/MessageStream/WindowXlat.cpp | 2 +- .../Source/GameClient/System/Anim2D.cpp | 2 +- .../Source/GameClient/System/Image.cpp | 2 +- .../Source/GameClient/System/ParticleSys.cpp | 8 +++--- 56 files changed, 132 insertions(+), 132 deletions(-) diff --git a/GeneralsMD/Code/GameEngine/Source/Common/CommandLine.cpp b/GeneralsMD/Code/GameEngine/Source/Common/CommandLine.cpp index 8b6475e3885..661caa280af 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/CommandLine.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/CommandLine.cpp @@ -1418,7 +1418,7 @@ static void parseCommandLine(const CommandLineParam* params, int numParams) // and functions to handle them. Comparisons can be case-(in)sensitive, and // can check the entire string (for testing the presence of a flag) or check // just the start (for a key=val argument). The handling function can also - // look at the next argument(s), to accomodate multi-arg parameters, e.g. "-p 1234". + // look at the next argument(s), to accommodate multi-arg parameters, e.g. "-p 1234". while (argisKindOf( KINDOF_HERO ) ) { m_heroesBuilt++; @@ -702,7 +702,7 @@ void AcademyStats::evaluateTier1Advice( AcademyAdviceInfo *info, Int numAvailabl numAvailableTips--; } - //14) Heros built? + //14) Heroes built? if( !m_heroesBuilt ) { availableTips++; @@ -1174,7 +1174,7 @@ void AcademyStats::xfer( Xfer *xfer ) //13) Extra gathers built? xfer->xferUnsignedInt( &m_gatherersBuilt ); - //14) Heros built? + //14) Heroes built? xfer->xferUnsignedInt( &m_heroesBuilt ); //+------------------------------+ diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp index 658000a6387..2bc731d4c63 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ActionManager.cpp @@ -787,7 +787,7 @@ CanAttackResult ActionManager::getCanAttackObject( const Object *obj, const Obje } } } - else if( result == ATTACKRESULT_NOT_POSSIBLE )// oh dear me. The wierd case of a garrisoncontainer being a KINDOF_SPAWNS_ARE_THE_WEAPONS... the AmericaBuildingFirebase + else if( result == ATTACKRESULT_NOT_POSSIBLE )// oh dear me. The weird case of a garrisoncontainer being a KINDOF_SPAWNS_ARE_THE_WEAPONS... the AmericaBuildingFirebase { ContainModuleInterface *contain = obj->getContain(); if ( contain ) diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp index 22e8272b31d..d44c0ac9fbf 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/Player.cpp @@ -1620,7 +1620,7 @@ void Player::preTeamDestroy( const Team *team ) } //------------------------------------------------------------------------------------------------- -/// a structuer was just created, but is under construction +/// a structure was just created, but is under construction //------------------------------------------------------------------------------------------------- void Player::onStructureCreated( Object *builder, Object *structure ) { @@ -3147,7 +3147,7 @@ Bool Player::okToPlayRadarEdgeSound( void ) } //------------------------------------------------------------------------------------------------- -/** The parameter object has just aquired a radar */ +/** The parameter object has just acquired a radar */ //------------------------------------------------------------------------------------------------- void Player::addRadar( Bool disableProof ) { diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp index 49c560c2b1d..fb1d5f88a68 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ProductionPrerequisite.cpp @@ -189,7 +189,7 @@ Bool ProductionPrerequisite::isSatisfied(const Player *player) const //------------------------------------------------------------------------------------------------- /** Add a unit prerequisite, if 'orWithPrevious' is set then this unit is said * to be an alternate prereq to the previously added unit, otherwise this becomes - * a new 'block' and is required in ADDDITION to other entries. + * a new 'block' and is required in ADDITION to other entries. * Return FALSE if no space left to add unit */ //------------------------------------------------------------------------------------------------- void ProductionPrerequisite::addUnitPrereq( AsciiString unit, Bool orUnitWithPrevious ) @@ -205,7 +205,7 @@ void ProductionPrerequisite::addUnitPrereq( AsciiString unit, Bool orUnitWithPre //------------------------------------------------------------------------------------------------- /** Add a unit prerequisite, if 'orWithPrevious' is set then this unit is said * to be an alternate prereq to the previously added unit, otherwise this becomes - * a new 'block' and is required in ADDDITION to other entries. + * a new 'block' and is required in ADDITION to other entries. * Return FALSE if no space left to add unit */ //------------------------------------------------------------------------------------------------- void ProductionPrerequisite::addUnitPrereq( const std::vector& units ) diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp index 3db81c1a665..230a7b1935e 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/ResourceGatheringManager.cpp @@ -117,7 +117,7 @@ static Real computeRelativeCost( Object *queryObject, Object *destObject, Real * return FLT_MAX; if( !TheActionManager->canTransferSuppliesAt(queryObject, destObject) ) - return FLT_MAX;// Handles emptyness and alliances + return FLT_MAX;// Handles emptiness and alliances DockUpdateInterface *dockInterface = destObject->getDockUpdateInterface(); if( !dockInterface->isClearToApproach( queryObject ) ) diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp index 159404daaba..219758917e2 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/SpecialPower.cpp @@ -337,7 +337,7 @@ Bool SpecialPowerStore::canUseSpecialPower( Object *obj, const SpecialPowerTempl // they cannot have all of them. // - // check for requried science + // check for required science ScienceType requiredScience = specialPowerTemplate->getRequiredScience(); if( requiredScience != SCIENCE_INVALID ) { diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/Team.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/Team.cpp index 2322395a1d6..397f257b618 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/Team.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/Team.cpp @@ -1125,7 +1125,7 @@ Bool TeamPrototype::evaluateProductionCondition(void) return false; } if (m_productionConditionScript) { - // If we are doing peridic evaluation, check the frame. + // If we are doing periodic evaluation, check the frame. if (TheGameLogic->getFrame()getFrameToEvaluate()) { return false; } diff --git a/GeneralsMD/Code/GameEngine/Source/Common/RTS/TunnelTracker.cpp b/GeneralsMD/Code/GameEngine/Source/Common/RTS/TunnelTracker.cpp index f561de2d8e9..831b3e8782a 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/RTS/TunnelTracker.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/RTS/TunnelTracker.cpp @@ -250,7 +250,7 @@ void TunnelTracker::onTunnelDestroyed( const Object *deadTunnel ) void TunnelTracker::destroyObject( Object *obj, void * ) { // Now that tunnels consider ContainedBy to be "the tunnel you entered", I need to say goodbye - // llike other contain types so they don't look us up on their deletion and crash + // like other contain types so they don't look us up on their deletion and crash obj->onRemovedFrom( obj->getContainedBy() ); TheGameLogic->destroyObject( obj ); } diff --git a/GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp b/GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp index 5da265409e9..c3094604143 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/Recorder.cpp @@ -483,7 +483,7 @@ void RecorderClass::stopPlayback() { } /** - * Update function for recording a game. Basically all the pertinant logic commands for this frame are written out + * Update function for recording a game. Basically all the pertinent logic commands for this frame are written out * to a file. */ void RecorderClass::updateRecord() diff --git a/GeneralsMD/Code/GameEngine/Source/Common/StatsCollector.cpp b/GeneralsMD/Code/GameEngine/Source/Common/StatsCollector.cpp index e253300153f..aaf11cc05c9 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/StatsCollector.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/StatsCollector.cpp @@ -38,7 +38,7 @@ // // author: Chris Huybregts // -// purpose: Convinience class to gather player stats +// purpose: Convenience class to gather player stats // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp index 2f5db145e36..d879e248c0e 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/BuildAssistant.cpp @@ -1111,7 +1111,7 @@ void BuildAssistant::addBibs(const Coord3D *worldPos, * actually used for the tiling is returned along with a pointer to the array * of positions in the tile build info. * - * REQUIRES: Note that the array at 'postions' must be large enough to hold 'maxTiles' + * REQUIRES: Note that the array at 'positions' must be large enough to hold 'maxTiles' * entries of positions */ //------------------------------------------------------------------------------------------------- @@ -1130,7 +1130,7 @@ BuildAssistant::TileBuildInfo *BuildAssistant::buildTiledLocations( const ThingT // // we will fill out our own internal array of positions, it better be big enough to - // accomodate max tiles, if it's not lets make it bigger! + // accommodate max tiles, if it's not lets make it bigger! // if( maxTiles > m_buildPositionSize ) { @@ -1158,7 +1158,7 @@ BuildAssistant::TileBuildInfo *BuildAssistant::buildTiledLocations( const ThingT placementVector.z = 0.0f; //end->z - start->z; // - // get the lengh of the placement vector in the world, we'll use this to see how + // get the length of the placement vector in the world, we'll use this to see how // many objects we'll need to fill the entire line // Real placementLength = placementVector.length(); @@ -1602,7 +1602,7 @@ void BuildAssistant::sellObject( Object *obj ) // destroy any mines that are owned by this structure, right now. // unfortunately, structures don't keep list of mines they own, so we must do - // this the hard way :-( [fortunately, this doens't happen very often, so this + // this the hard way :-( [fortunately, this doesn't happen very often, so this // is probably an acceptable, if icky, solution.] (srj) for (Object* mine = TheGameLogic->getFirstObject(); mine; mine = mine->getNextObject()) { diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp index c269e5316fd..7af6926ad85 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/FunctionLexicon.cpp @@ -445,7 +445,7 @@ void *FunctionLexicon::findFunction( NameKeyType key, TableIndex index ) if( key == NAMEKEY_INVALID ) return nullptr; - // search ALL tables for function if the index paramater allows if + // search ALL tables for function if the index parameter allows if if( index == TABLE_ANY ) { @@ -527,7 +527,7 @@ FunctionLexicon::~FunctionLexicon( void ) } //------------------------------------------------------------------------------------------------- -/** Initialize our dictionary of funtion pointers and symbols */ +/** Initialize our dictionary of function pointers and symbols */ //------------------------------------------------------------------------------------------------- void FunctionLexicon::init( void ) { diff --git a/GeneralsMD/Code/GameEngine/Source/Common/System/registry.cpp b/GeneralsMD/Code/GameEngine/Source/Common/System/registry.cpp index df78c8ed782..afe2c92e82e 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/System/registry.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/System/registry.cpp @@ -23,7 +23,7 @@ //////////////////////////////////////////////////////////////////////////////// // Registry.cpp -// Simple interface for storing/retreiving registry values +// Simple interface for storing/retrieving registry values // Author: Matthew D. Campbell, December 2001 #include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine diff --git a/GeneralsMD/Code/GameEngine/Source/Common/Thing/ModuleFactory.cpp b/GeneralsMD/Code/GameEngine/Source/Common/Thing/ModuleFactory.cpp index 07ba266dc19..e61c4794f2f 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/Thing/ModuleFactory.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/Thing/ModuleFactory.cpp @@ -25,7 +25,7 @@ // FILE: ModuleFactory.cpp //////////////////////////////////////////////////////////////////////// // Author: Colin Day, September 2001 // Desc: TheModuleFactory is where we actually instance modules for objects -// and drawbles. Those modules are things such as an UpdateModule +// and drawables. Those modules are things such as an UpdateModule // or DamageModule or DrawModule etc. // // TheModuleFactory will contain a list of ModuleTemplates, when we @@ -623,7 +623,7 @@ const ModuleFactory::ModuleTemplate* ModuleFactory::findModuleTemplate(const Asc } //------------------------------------------------------------------------------------------------- -/** Allocate a new acton class istance given the name */ +/** Allocate a new acton class instance given the name */ //------------------------------------------------------------------------------------------------- Module *ModuleFactory::newModule( Thing *thing, const AsciiString& name, const ModuleData* moduleData, ModuleType type ) { diff --git a/GeneralsMD/Code/GameEngine/Source/Common/Thing/Thing.cpp b/GeneralsMD/Code/GameEngine/Source/Common/Thing/Thing.cpp index 50bd1d01e36..b8e79f7e9fa 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/Thing/Thing.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/Thing/Thing.cpp @@ -373,7 +373,7 @@ void Thing::convertBonePosToWorldPos(const Coord3D* bonePos, const Matrix3D* bon void Thing::transformPoint( const Coord3D *in, Coord3D *out ) { - // santiy + // sanity if( in == nullptr || out == nullptr ) return; diff --git a/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp b/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp index 2f190e8d2df..f5bd7b72291 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingFactory.cpp @@ -77,7 +77,7 @@ void ThingFactory::freeDatabase( void ) } //------------------------------------------------------------------------------------------------- -/** add the thing template passed in, into the databse */ +/** add the thing template passed in, into the database */ //------------------------------------------------------------------------------------------------- void ThingFactory::addTemplate( ThingTemplate *tmplate ) { diff --git a/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingTemplate.cpp b/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingTemplate.cpp index e398a434676..9df3ffcf3fc 100644 --- a/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingTemplate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/Common/Thing/ThingTemplate.cpp @@ -459,7 +459,7 @@ Bool ModuleInfo::clearCopiedFromDefaultEntries(Int interfaceMask, const AsciiStr ret = true; } else - ++it;//no match, preserve the default instnace of this Module for now + ++it;//no match, preserve the default instance of this Module for now } else // just dump this instance of this Module, since one of the same interface mask has been added by caller { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/Color.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Color.cpp index e98a90923dc..0e566ed0709 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Color.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Color.cpp @@ -76,7 +76,7 @@ //============================================================================= // GameGetColorComponents ===================================================== -/** Get the RGB color comonents of a color */ +/** Get the RGB color components of a color */ //============================================================================= diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/Display.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Display.cpp index 015b66c3e88..ee436052f4d 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Display.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Display.cpp @@ -220,7 +220,7 @@ void Display::playLogoMovie( AsciiString movieName, Int minMovieLength, Int minC m_currentlyPlayingMovie = movieName; m_movieHoldTime = minMovieLength; m_copyrightHoldTime = minCopyrightLength; - m_elapsedMovieTime = timeGetTime(); // we're using time get time becuase legal want's actual "Seconds" + m_elapsedMovieTime = timeGetTime(); // we're using time get time because legal wants actual "Seconds" m_videoBuffer = createVideoBuffer(); if ( m_videoBuffer == nullptr || diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp index 3d8b0c30f93..edd2a717234 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Drawable.cpp @@ -1244,14 +1244,14 @@ void Drawable::updateDrawable( void ) } else if( testTintStatus(TINT_STATUS_GAINING_SUBDUAL_DAMAGE) ) { - // Disabled has precendence, so it goes first + // Disabled has precedence, so it goes first if (m_colorTintEnvelope == nullptr) m_colorTintEnvelope = newInstance(TintEnvelope); m_colorTintEnvelope->play( &SUBDUAL_DAMAGE_COLOR, 150, 150, SUSTAIN_INDEFINITELY); } else if( testTintStatus(TINT_STATUS_FRENZY) ) { - // Disabled has precendence, so it goes first + // Disabled has precedence, so it goes first if (m_colorTintEnvelope == nullptr) m_colorTintEnvelope = newInstance(TintEnvelope); @@ -2541,7 +2541,7 @@ void Drawable::setStealthLook(StealthLookType look) Object *obj = getObject(); if( obj ) { - //Try to get the stealthupdate module and see if the opacity value is overriden. + //Try to get the stealthupdate module and see if the opacity value is overridden. StealthUpdate *stealth = obj->getStealth(); if( stealth ) { @@ -3838,7 +3838,7 @@ void Drawable::drawHealthBar(const IRegion2D* healthBarRegion) return; // - // only draw health for selected drawbles and drawables that have been moused over + // only draw health for selected drawables and drawables that have been moused over // by the cursor // if( TheGlobalData->m_showObjectHealth && @@ -4714,7 +4714,7 @@ void Drawable::notifyDrawableDependencyCleared() //------------------------------------------------------------------------------------------------- void Drawable::setSelectable( Bool selectable ) { - // unselct drawable if it is no longer selectable. + // unselect drawable if it is no longer selectable. if( !selectable ) TheInGameUI->deselectDrawable( this ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp index 9b1e52f7eed..e163bb22117 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp @@ -1045,7 +1045,7 @@ ControlBar::~ControlBar( void ) void ControlBarPopupDescriptionUpdateFunc( WindowLayout *layout, void *param ); //------------------------------------------------------------------------------------------------- -/** Initialzie the control bar, this is our interface to the context sinsitive GUI */ +/** Initialize the control bar, this is our interface to the context sinsitive GUI */ //------------------------------------------------------------------------------------------------- void ControlBar::init( void ) { @@ -1061,7 +1061,7 @@ void ControlBar::init( void ) // post process step after loading the command buttons and command sets postProcessCommands(); - // Init the scheme manager, this will call it's won INI init funciton. + // Init the scheme manager, this will call its won INI init function. m_controlBarSchemeManager = NEW ControlBarSchemeManager; m_controlBarSchemeManager->init(); @@ -1294,7 +1294,7 @@ void ControlBar::init( void ) void ControlBar::reset( void ) { hideSpecialPowerShortcut(); - // do not destroy the rally drawable, it will get destroyed with everythign else during a reset + // do not destroy the rally drawable, it will get destroyed with everything else during a reset m_rallyPointDrawableID = INVALID_DRAWABLE_ID; if(m_radarAttackGlowWindow) m_radarAttackGlowWindow->winEnable(TRUE); @@ -1642,7 +1642,7 @@ void ControlBar::onDrawableDeselected( Drawable *draw ) // // always when becoming unselected should we remove any build placement icons because if - // we have some and are in the middle of a build process, it must obiously be over now + // we have some and are in the middle of a build process, it must obviously be over now // because we are no longer selecting the dozer or worker // TheInGameUI->placeBuildAvailable( nullptr, nullptr ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp index e27312cbce9..91931a3e7e3 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarCommand.cpp @@ -190,7 +190,7 @@ void ControlBar::doTransportInventoryUI( Object *transport, const CommandSet *co // // since we're assuming all inventory exit commands appear in a continuous order, - // we need to also need to keep track of what is the last valid inventory commadn index + // we need to also need to keep track of what is the last valid inventory command index // lastInventoryIndex = i; @@ -700,7 +700,7 @@ void ControlBar::updateContextCommand( void ) obj = m_currentSelectedDrawable->getObject(); // - // the contents of objects are ususally showed on the UI, when those contents change + // the contents of objects are usually showed on the UI, when those contents change // we always to update the UI // ContainModuleInterface *contain = obj ? obj->getContain() : nullptr; @@ -1205,7 +1205,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com CanMakeType makeType = TheBuildAssistant->canMakeUnit( obj, command->getThingTemplate() ); if( makeType == CANMAKE_MAXED_OUT_FOR_PLAYER || makeType == CANMAKE_PARKING_PLACES_FULL ) { - //Disable the button if the player has a max amount of these units in build queue or existance. + //Disable the button if the player has a max amount of these units in build queue or existence. return COMMAND_RESTRICTED; } if( makeType == CANMAKE_NO_MONEY ) @@ -1309,7 +1309,7 @@ CommandAvailability ControlBar::getCommandAvailability( const CommandButton *com /// @todo ml -- and note: that the "now-1" below causes zero-clip-reload weapons to never be ready, so I added this /// If you make changes to this code, make sure that the DragonTank's firewall weapon can be retargeted while active, /// that is, while the tank is squirting out flames all over the floor, you can click the firewall button (or "F"), -/// and re-target the firewall without having to stop or move in-betwen.. Thanks for reading +/// and re-target the firewall without having to stop or move in-between.. Thanks for reading || (w->getPossibleNextShotFrame()==now-1) ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp index 903faa97a22..36d78f4211b 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarMultiSelect.cpp @@ -304,7 +304,7 @@ void ControlBar::updateContextMultiSelect( void ) // zero the array that counts how many objects can do each command memset( objectsThatCanDoCommand, 0, sizeof( objectsThatCanDoCommand ) ); - // santiy + // sanity DEBUG_ASSERTCRASH( TheInGameUI->getSelectCount() > 1, ("updateContextMultiSelect: TheInGameUI only has '%d' things selected", TheInGameUI->getSelectCount()) ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarOCLTimer.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarOCLTimer.cpp index 4f371e91799..561169f8622 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarOCLTimer.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarOCLTimer.cpp @@ -53,7 +53,7 @@ void ControlBar::updateOCLTimerTextDisplay( UnsignedInt totalSeconds, Real perce static UnsignedInt barID = TheNameKeyGenerator->nameToKey( "ControlBar.wnd:OCLTimerProgressBar" ); GameWindow *barWindow = TheWindowManager->winGetWindowFromId( nullptr, barID ); - // santiy + // sanity DEBUG_ASSERTCRASH( descWindow, ("Under construction window not found") ); Int minutes = totalSeconds / 60; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarUnderConstruction.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarUnderConstruction.cpp index 79ccbaf6d54..6283806f8d4 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarUnderConstruction.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBarUnderConstruction.cpp @@ -51,7 +51,7 @@ void ControlBar::updateConstructionTextDisplay( Object *obj ) static UnsignedInt descID = TheNameKeyGenerator->nameToKey( "ControlBar.wnd:UnderConstructionDesc" ); GameWindow *descWindow = TheWindowManager->winGetWindowFromId( nullptr, descID ); - // santiy + // sanity DEBUG_ASSERTCRASH( descWindow, ("Under construction window not found") ); // format the message diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ExtendedMessageBox.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ExtendedMessageBox.cpp index a858dae4aad..3a623cfa1d8 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ExtendedMessageBox.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/ExtendedMessageBox.cpp @@ -73,7 +73,7 @@ static GameWindow *gogoExMessageBox(Int x, Int y, Int width, Int height, Unsigne if( width > 0 && height > 0 ) { ICoord2D temp; - //First grab the percent increase/decrease compaired to the default size + //First grab the percent increase/decrease compared to the default size parent->winGetSize( &temp.x, &temp.y); ratioX = (float)width / (float)temp.x; ratioY = (float)height / (float)temp.y; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/IMECandidate.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/IMECandidate.cpp index 8648fb28a34..1f525a22f3c 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/IMECandidate.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/IMECandidate.cpp @@ -54,7 +54,7 @@ WindowMsgHandledType IMECandidateWindowInput( GameWindow *window, UnsignedInt ms } //------------------------------------------------------------------------------------------------- -/** System callback for the IME Candidate widnow */ +/** System callback for the IME Candidate window */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType IMECandidateWindowSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) @@ -191,7 +191,7 @@ void IMECandidateTextAreaDraw( GameWindow *window, WinInstanceData *instData ) selected = selected - first; UnicodeString number; - // calulate the widest number text + // calculate the widest number text Int width; Dstring->setText(L"00:"); width = Dstring->getWidth(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp index 5d2353454a2..09909af03cd 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/KeyboardOptionsMenu.cpp @@ -281,7 +281,7 @@ void doKeyDown(EntryData *e, UnicodeString mod ) e->text->setText( mod ); e->sText->setText( mod ); e->charPos = e->text->getTextLength(); - // try reseting all mods first + // try resetting all mods first setKeyDown( shift, false ); setKeyDown( alt, false ); setKeyDown( ctrl, false ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/PopupSaveLoad.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/PopupSaveLoad.cpp index 63bdf6a7b71..e17d7253dd2 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/PopupSaveLoad.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/PopupSaveLoad.cpp @@ -773,7 +773,7 @@ WindowMsgHandledType SaveLoadMenuSystem( GameWindow *window, UnsignedInt msg, closeSaveMenu( window ); // - // given the context of this menu figure out which type of save game we're acutally + // given the context of this menu figure out which type of save game we're actually // saving right now. As it turns out, when this menu is used in the save only // mode it means that the save is a mission save between maps because you can only // save the game between maps and can of course not load one @@ -836,7 +836,7 @@ WindowMsgHandledType SaveLoadMenuSystem( GameWindow *window, UnsignedInt msg, AvailableGameInfo *selectedGameInfo = getSelectedSaveFileInfo( listboxGames ); // - // given the context of this menu figure out which type of save game we're acutally + // given the context of this menu figure out which type of save game we're actually // saving right now. As it turns out, when this menu is used in the save only // mode it means that the save is a mission save between maps because you can only // save the game between maps and can of course not load one diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/QuitMenu.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/QuitMenu.cpp index 63829fde1ff..58e2183df2a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/QuitMenu.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/QuitMenu.cpp @@ -255,7 +255,7 @@ static void restartMissionMenu() //------------------------------------------------------------------------------------------------- void HideQuitMenu( void ) { - // Note: This is called as a safety a lot, without checking for the prescence of the quit menu. + // Note: This is called as a safety a lot, without checking for the presence of the quit menu. // So don't do anything that counts on that menu actually being here. if(!isVisible) return; @@ -312,7 +312,7 @@ void ToggleQuitMenu() return; } - // if we're visable hide our quit menu + // if we're visible hide our quit menu if(isVisible && quitMenuLayout) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLGameSetupMenu.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLGameSetupMenu.cpp index bd6e95960b7..9aa48349c14 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLGameSetupMenu.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GUICallbacks/Menus/WOLGameSetupMenu.cpp @@ -1156,7 +1156,7 @@ void InitWOLGameGadgets( void ) if (isUsingStats) { // Recorded stats games can never limit superweapons, limit armies, or have inflated starting cash. - // This should probably be enforced at the gamespy level as well, to prevent expoits. + // This should probably be enforced at the gamespy level as well, to prevent exploits. checkBoxLimitSuperweapons->winEnable( FALSE ); comboBoxStartingCash->winEnable( FALSE ); checkBoxLimitArmies->winEnable( FALSE ); @@ -1373,7 +1373,7 @@ void WOLGameSetupMenuInit( WindowLayout *layout, void *userData ) game->setMap(customPref.getPreferredMap()); // Recorded stats games can never limit superweapons, limit armies, or have inflated starting cash. - // This should probably be enforced at the gamespy level as well, to prevent expoits. + // This should probably be enforced at the gamespy level as well, to prevent exploits. Int isUsingStats = TheGameSpyGame->getUseStats(); game->setStartingCash( isUsingStats? TheMultiplayerSettings->getDefaultStartingMoney() : customPref.getStartingCash() ); game->setSuperweaponRestriction( isUsingStats? 0 : customPref.getSuperweaponRestricted() ? 1 : 0 ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetComboBox.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetComboBox.cpp index 07796e9a5ee..627ff843de6 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetComboBox.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetComboBox.cpp @@ -1052,7 +1052,7 @@ void GadgetComboBoxGetSelectedPos( GameWindow *comboBox, Int *selectedIndex ) if( comboBox == nullptr ) return; - // get selected indeces via system message + // get selected indices via system message TheWindowManager->winSendSystemMsg( comboBox, GCM_GET_SELECTION, 0, (WindowMsgData)selectedIndex ); } @@ -1067,7 +1067,7 @@ void GadgetComboBoxSetSelectedPos( GameWindow *comboBox, Int selectedIndex, Bool if( comboBox == nullptr ) return; - // get selected indeces via system message + // get selected indices via system message TheWindowManager->winSendSystemMsg( comboBox, GCM_SET_SELECTION, selectedIndex, dontHide ); } // GadgetComboBoxSetItemData ================================================== diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp index 6f0ab398b0f..2066baaf940 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetListBox.cpp @@ -178,7 +178,7 @@ static Int getListboxTopEntry( ListboxData *list ) { Int entry; - // determin which entry is at the top of the display area + // determine which entry is at the top of the display area for( entry=0; ; entry++ ) { if( list->listData[entry].listHeight > list->displayPos ) @@ -227,7 +227,7 @@ static void removeSelection( ListboxData *list, Int i ) } // adjustDisplay ============================================================== -/** Update Display List information inlcuding scrollbar */ +/** Update Display List information including scrollbar */ //============================================================================= static void adjustDisplay( GameWindow *window, Int adjustment, Bool updateSlider ) @@ -236,7 +236,7 @@ static void adjustDisplay( GameWindow *window, Int adjustment, SliderData *sData; ListboxData *list = (ListboxData *)window->winGetUserData(); - // determin which entry is at the top of the display area + // determine which entry is at the top of the display area entry = getListboxTopEntry( list ) + adjustment; if( entry < 0 ) @@ -2331,7 +2331,7 @@ void GadgetListboxCreateScrollbar( GameWindow *listbox ) top = title ? (fontHeight + 1):0; bottom = title ? (height - (fontHeight + 1)):height; - // intialize instData + // initialize instData winInstData.init(); // size of button @@ -2385,7 +2385,7 @@ void GadgetListboxCreateScrollbar( GameWindow *listbox ) sliderButtonWidth = buttonWidth;//GADGET_SIZE; sliderButtonHeight = GADGET_SIZE; - // intialize instData + // initialize instData winInstData.init(); winInstData.m_style = GWS_VERT_SLIDER; winInstData.m_owner = listbox; @@ -2394,7 +2394,7 @@ void GadgetListboxCreateScrollbar( GameWindow *listbox ) if( BitIsSet( listbox->winGetStyle(), GWS_MOUSE_TRACK ) ) BitSet( winInstData.m_style, GWS_MOUSE_TRACK ); - // intialize sData + // initialize sData memset( &sData, 0, sizeof(SliderData) ); // Create Slider @@ -2626,7 +2626,7 @@ void GadgetListBoxGetSelected( GameWindow *listbox, Int *selectList ) if( listbox == nullptr ) return; - // get selected indeces via system message + // get selected indices via system message TheWindowManager->winSendSystemMsg( listbox, GLM_GET_SELECTION, 0, (WindowMsgData)selectList ); } diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetPushButton.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetPushButton.cpp index db8362a61cd..b63e95a659e 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetPushButton.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetPushButton.cpp @@ -544,7 +544,7 @@ Bool GadgetCheckLikeButtonIsChecked( GameWindow *g ) if( instData == nullptr ) return FALSE; - // we just hold this "check like dual state thingie" using the selected state + // we just hold this "check like dual state thingy" using the selected state return BitIsSet( instData->m_state, WIN_STATE_SELECTED ); } diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp index e8f5f1115bf..3ae6ee7d7d8 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp @@ -386,7 +386,7 @@ WindowMsgHandledType GadgetTextEntrySystem( GameWindow *window, UnsignedInt msg, e->conCharPos = 0; if(TheIMEManager && TheIMEManager->isAttachedTo(window)) TheIMEManager->attach(nullptr); - //TheIMEManager->detatch(); + //TheIMEManager->detach(); } else { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetVerticalSlider.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetVerticalSlider.cpp index be6599b4373..bef33d32710 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetVerticalSlider.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetVerticalSlider.cpp @@ -67,7 +67,7 @@ // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// -// GadgetVerticlaSliderInput ================================================== +// GadgetVerticalSliderInput ================================================== /** Handle input for vertical slider */ //============================================================================= WindowMsgHandledType GadgetVerticalSliderInput( GameWindow *window, UnsignedInt msg, diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameFont.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameFont.cpp index 983b9d4e94a..824570bade6 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameFont.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameFont.cpp @@ -116,7 +116,7 @@ void FontLibrary::deleteAllFonts( void ) // get temp pointer to this font font = m_fontList; - // remove font fron the list, this will change m_fontList + // remove font from the list, this will change m_fontList unlinkFont( font ); // release font data diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindow.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindow.cpp index 315c4bf373a..573a946cb12 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindow.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindow.cpp @@ -531,7 +531,7 @@ Int GameWindow::winSetPosition( Int x, Int y ) } // WinGetPosition ============================================================= -/** Get the window's postion */ +/** Get the window's position */ //============================================================================= Int GameWindow::winGetPosition( Int *x, Int *y ) { @@ -548,7 +548,7 @@ Int GameWindow::winGetPosition( Int *x, Int *y ) } // WinSetCursorPosition ============================================================= -/** Set the window's cursor postion */ +/** Set the window's cursor position */ //============================================================================= Int GameWindow::winSetCursorPosition( Int x, Int y ) { @@ -560,7 +560,7 @@ Int GameWindow::winSetCursorPosition( Int x, Int y ) } // WinGetCursorPosition ============================================================= -/** Get the window's cursor postion */ +/** Get the window's cursor position */ //============================================================================= Int GameWindow::winGetCursorPosition( Int *x, Int *y ) { @@ -579,7 +579,7 @@ Int GameWindow::winGetCursorPosition( Int *x, Int *y ) } // GameWindow::winGetScreenPosition =========================================== -/** Get the window's postion in screen coordinates */ +/** Get the window's position in screen coordinates */ //============================================================================= Int GameWindow::winGetScreenPosition( Int *x, Int *y ) { @@ -1193,7 +1193,7 @@ GameWindow *GameWindow::winGetParent( void ) } // GameWindow::winIsChild ===================================================== -/** Determins if a window is a child/grand-child of a parent */ +/** Determines if a window is a child/grand-child of a parent */ //============================================================================= Bool GameWindow::winIsChild( GameWindow *child ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp index ca6e2798479..a46d88cf815 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp @@ -97,7 +97,7 @@ class IMEManager : public IMEManagerInterface virtual void update( void ); virtual void attach( GameWindow *window ); ///< attach IME to specified window - virtual void detatch( void ); ///< detatch IME from current window + virtual void detatch( void ); ///< detach IME from current window virtual void enable( void ); ///< Enable IME virtual void disable( void ); ///< Disable IME virtual Bool isEnabled( void ); ///< Is IME enabled @@ -138,7 +138,7 @@ class IMEManager : public IMEManagerInterface Int m_result; ///< last IME message's winProc return code GameWindow *m_window; ///< window we are accepting input for - HIMC m_context; ///< Imput Manager Context + HIMC m_context; ///< Input Manager Context HIMC m_oldContext; ///< Previous IME comtext Int m_disabled; ///< IME disable count 0 = enabled Bool m_composing; ///< Are we currently composing a new string @@ -152,7 +152,7 @@ class IMEManager : public IMEManagerInterface Int m_pageSize; ///< Number of candidate per page Int m_selectedIndex; ///< Index of the currently selected candidate Int m_candidateCount; ///< Total number of candidate strings - UnicodeString *m_candidateString; ///< table of canidate strings + UnicodeString *m_candidateString; ///< table of candidate strings Bool m_unicodeIME; ///< Is this an unicode IME Int m_compositionCharsDisplayed; ///< number of temporary composition characters displayed that need to be replaced with result string. @@ -646,7 +646,7 @@ void IMEManager::attach( GameWindow *window ) } //============================================================================ -// IMEManager::detatch +// IMEManager::detach //============================================================================ void IMEManager::detatch( void ) @@ -1099,7 +1099,7 @@ void IMEManager::updateCompositionString( void ) if ( m_context ) { - // try reading unicode directy + // try reading unicode directly LONG result = ImmGetCompositionStringW( m_context, GCS_COMPSTR, m_compositionString, MAX_COMPSTRINGLEN ); if ( result >= 0 ) @@ -1165,7 +1165,7 @@ void IMEManager::getResultsString ( void ) if ( m_context ) { - // try reading unicode directy + // try reading unicode directly LONG result = ImmGetCompositionStringW( m_context, GCS_RESULTSTR, m_resultsString, MAX_COMPSTRINGLEN ); if ( result >= 0 ) @@ -1244,7 +1244,7 @@ void IMEManager::openCandidateList( Int candidateFlags ) { return; } - // first get lastest candidate list info + // first get latest candidate list info updateCandidateList( candidateFlags ); resizeCandidateWindow( m_pageSize ); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ProcessAnimateWindow.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ProcessAnimateWindow.cpp index 1fbecab0fd7..3c060e685c0 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ProcessAnimateWindow.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ProcessAnimateWindow.cpp @@ -77,7 +77,7 @@ ProcessAnimateWindowSlideFromRight::ProcessAnimateWindowSlideFromRight( void ) { m_maxVel.x = -40.0f; // top speed windows travel in x and y m_maxVel.y = 0.0f; - m_slowDownThreshold = 80; // when widnows get this close to their resting + m_slowDownThreshold = 80; // when windows get this close to their resting // positions they start to slow down m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker) m_speedUpRatio = 2.0f - m_slowDownRatio; // how fast the windows speed up @@ -263,7 +263,7 @@ ProcessAnimateWindowSlideFromLeft::ProcessAnimateWindowSlideFromLeft( void ) { m_maxVel.x = 40.0f; // top speed windows travel in x and y m_maxVel.y = 0.0f; - m_slowDownThreshold = 80; // when widnows get this close to their resting + m_slowDownThreshold = 80; // when windows get this close to their resting // positions they start to slow down m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker) m_speedUpRatio = 2.0f - m_slowDownRatio; // how fast the windows speed up @@ -441,7 +441,7 @@ ProcessAnimateWindowSlideFromTop::ProcessAnimateWindowSlideFromTop( void ) { m_maxVel.y = 40.0f; // top speed windows travel in x and y m_maxVel.x = 0.0f; - m_slowDownThreshold = 80; // when widnows get this close to their resting + m_slowDownThreshold = 80; // when windows get this close to their resting // positions they start to slow down m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker) m_speedUpRatio = 2.0f - m_slowDownRatio; // how fast the windows speed up @@ -620,7 +620,7 @@ ProcessAnimateWindowSlideFromBottom::ProcessAnimateWindowSlideFromBottom( void ) { m_maxVel.y = -40.0f; // top speed windows travel in x and y m_maxVel.x = 0.0f; - m_slowDownThreshold = 80; // when widnows get this close to their resting + m_slowDownThreshold = 80; // when windows get this close to their resting // positions they start to slow down m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker) m_speedUpRatio = 2.0f - m_slowDownRatio; // how fast the windows speed up @@ -1134,7 +1134,7 @@ ProcessAnimateWindowSlideFromTopFast::ProcessAnimateWindowSlideFromTopFast( void { m_maxVel.y = 60.0f; // top speed windows travel in x and y m_maxVel.x = 0.0f; - m_slowDownThreshold = 40; // when widnows get this close to their resting + m_slowDownThreshold = 40; // when windows get this close to their resting // positions they start to slow down m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker) m_speedUpRatio = 4.0f - m_slowDownRatio; // how fast the windows speed up @@ -1317,7 +1317,7 @@ ProcessAnimateWindowSlideFromRightFast::ProcessAnimateWindowSlideFromRightFast( { m_maxVel.x = -80.0f; // top speed windows travel in x and y m_maxVel.y = 0.0f; - m_slowDownThreshold = 60; // when widnows get this close to their resting + m_slowDownThreshold = 60; // when windows get this close to their resting // positions they start to slow down m_slowDownRatio = 0.77f; // how fast the windows slow down (smaller slows quicker) m_speedUpRatio = 3.0f - m_slowDownRatio; // how fast the windows speed up diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp index c5498126c4f..88d187b29b6 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp @@ -184,7 +184,7 @@ void Shell::update( void ) Int now = timeGetTime(); // - // we keep the shell updates fixed in time so that we can write consitent animation + // we keep the shell updates fixed in time so that we can write consistent animation // speeds during the screen update functions // if( now - lastUpdate >= ((1000.0f / shellUpdateDelay ) - 1) ) @@ -355,7 +355,7 @@ void Shell::push( AsciiString filename, Bool shutdownImmediate ) WindowLayout *currentTop = top(); // - // if we have someting on the top of the stack we won't do the push + // if we have something on the top of the stack we won't do the push // right now, we will instead shutdown the top, and when the top tells // us it's done shutting down (via the shutdownComplete() method) we do // the push then @@ -376,7 +376,7 @@ void Shell::push( AsciiString filename, Bool shutdownImmediate ) } // if (TheIMEManager) -// TheIMEManager->detatch(); +// TheIMEManager->detach(); } diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/WindowLayout.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/WindowLayout.cpp index 2fcdcfcb9c5..dbcf6699e4f 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/WindowLayout.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/WindowLayout.cpp @@ -59,7 +59,7 @@ WindowLayout::~WindowLayout( void ) { // - // it is the users responsability to remove windows from the layout beforing destroying the + // it is the users responsibility to remove windows from the layout before destroying the // layout itself. This allows for maximum flexibility of the window layouts and you can // use them in any you see fit, as long as they are clean when they go away // diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp index e5bcfc4d3da..583721ff51e 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GameClient.cpp @@ -283,7 +283,7 @@ void GameClient::init( void ) { // - // NOTE: Make sure m_translators[] is large enough to accomodate all the translators you + // NOTE: Make sure m_translators[] is large enough to accommodate all the translators you // are loading here. See MAX_CLIENT_TRANSLATORS // @@ -526,7 +526,7 @@ void GameClient::update( void ) playSizzle = TRUE; } - //Initial Game Codition. We must show the movie first and then we can display the shell + //Initial Game Condition. We must show the movie first and then we can display the shell if(TheGlobalData->m_afterIntro && !TheDisplay->isMoviePlaying()) { if( playSizzle && TheGlobalData->m_playSizzle ) @@ -1046,7 +1046,7 @@ void GameClient::getRayEffectData( Drawable *draw, RayEffectData *effectData ) } //------------------------------------------------------------------------------------------------- -/** remove the drawble from the ray effects sytem if present */ +/** remove the drawble from the ray effects system if present */ void GameClient::removeFromRayEffects( Drawable *draw ) { @@ -1396,7 +1396,7 @@ void GameClient::xfer( Xfer *xfer ) // !!!DON'T DO THIS!!! ----> xfer->xferDrawableID( &m_nextDrawableID ); <---- !!!DON'T DO THIS!!! // - // xfer a table of contents that contain thing template and indentifier pairs. this + // xfer a table of contents that contain thing template and identifier pairs. this // table of contents is good for this save file only as unique numbers are only // generated and stored for the actual things that are on this map // @@ -1613,7 +1613,7 @@ void GameClient::loadPostProcess( void ) // // due to the fact that during the load process we have called newDrawable for drawables - // without objects, and then overwrote their ids with data from the save file, our allocater + // without objects, and then overwrote their ids with data from the save file, our allocator // id may be far higher than it needs to be. We'll pull it back down as low as we can // Drawable *draw; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp index 778ff8f7a6d..71d4a81bfd1 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp @@ -1193,7 +1193,7 @@ InGameUI::~InGameUI() // free custom ui strings freeCustomUiResources(); - // delete the array for the drawbles + // delete the array for the drawables delete [] m_placeIcon; m_placeIcon = nullptr; @@ -1576,7 +1576,7 @@ void InGameUI::handleBuildPlacements( void ) // // check to see if this is a legal location to build something at and tint or "un-tint" // the cursor icons as appropriate. This involves a pathfind which could be - // expensive so we don't want to do it on every frame (althought that would be ideal) + // expensive so we don't want to do it on every frame (although that would be ideal) // If we discover there are cases that this is just too slow we should increase the // delay time between checks or we need to come up with a way of recording what is // valid and what isn't or "fudge" the results to feel "ok" @@ -2485,7 +2485,7 @@ void InGameUI::createMouseoverHint( const GameMessage *msg ) if( obj ) { - //Ahh, here is a wierd exception: if the moused-over drawable is a mob-member + //Ahh, here is a weird exception: if the moused-over drawable is a mob-member //(e.g. AngryMob), Lets fool the UI into creating the hint for the NEXUS instead... if (obj->isKindOf( KINDOF_IGNORED_IN_GUI )) { @@ -3512,7 +3512,7 @@ const DrawableList *InGameUI::getAllSelectedLocalDrawables( void ) } //------------------------------------------------------------------------------------------------- -/** Return poiner to the first selected drawable, if any */ +/** Return pointer to the first selected drawable, if any */ //------------------------------------------------------------------------------------------------- Drawable *InGameUI::getFirstSelectedDrawable( void ) { @@ -3790,7 +3790,7 @@ void InGameUI::postDraw( void ) { // We don't draw our timers until we are finished with construction. - // It is important that let the SpecialPowerUpdate is add its timer in its contructor,, + // It is important that let the SpecialPowerUpdate is add its timer in its constructor,, // since the science for it could be added before construction is finished, // And thus the timer set to READY before the timer is first drawn, here if ( owningObject->testStatus( OBJECT_STATUS_UNDER_CONSTRUCTION )) @@ -3880,7 +3880,7 @@ void InGameUI::postDraw( void ) // draw the text if ( !m_superweaponHiddenByScript && !marginExceeded ) { - // Similarly, only checking timers is not truly indicitive of readyness. + // Similarly, only checking timers is not truly indicative of readiness. Bool changeBolding = (readySecs != info->m_timestamp) || (isReady != info->m_ready) || info->m_forceUpdateText; if (changeBolding) { @@ -4671,7 +4671,7 @@ Bool InGameUI::canSelectedObjectsDoSpecialPower( const CommandButton *command, c //Get the special power template. const SpecialPowerTemplate *spTemplate = command->getSpecialPowerTemplate(); - //Order of precendence: + //Order of precedence: //1) NO TARGET OR POS //2) COMMAND_OPTION_NEED_OBJECT_TARGET //3) NEED_TARGET_POS @@ -4795,7 +4795,7 @@ Bool InGameUI::canSelectedObjectsEffectivelyUseWeapon( const CommandButton *comm //Get the special power template. WeaponSlotType slot = command->getWeaponSlot(); - //Order of precendence: + //Order of precedence: //1) NO TARGET OR POS //2) COMMAND_OPTION_NEED_OBJECT_TARGET //3) NEED_TARGET_POS @@ -4927,7 +4927,7 @@ Int InGameUI::selectAllUnitsByTypeAcrossRegion( IRegion2D *region, KindOfMaskTyp } // ------------------------------------------------------------------------------------------------ -/** Selects maching units on the screen */ +/** Selects matching units on the screen */ // ------------------------------------------------------------------------------------------------ Int InGameUI::selectMatchingAcrossRegion( IRegion2D *region ) { @@ -4949,7 +4949,7 @@ Int InGameUI::selectMatchingAcrossRegion( IRegion2D *region ) draw = *it; if( draw && draw->getObject() && draw->getObject()->isLocallyControlled() ) { - // Use the Object's thing template, doing so will prevent wierdness for disguised vehicles. + // Use the Object's thing template, doing so will prevent weirdness for disguised vehicles. drawableList.insert( draw->getObject()->getTemplate() ); if( draw->getObject()->testStatus( OBJECT_STATUS_IS_CARBOMB ) ) { @@ -5045,7 +5045,7 @@ Int InGameUI::selectAllUnitsByTypeAcrossScreen(KindOfMaskType mustBeSet, KindOfM } // ------------------------------------------------------------------------------------------------ -/** Selects maching units on the screen */ +/** Selects matching units on the screen */ // ------------------------------------------------------------------------------------------------ Int InGameUI::selectMatchingAcrossScreen( void ) { @@ -5293,7 +5293,7 @@ void InGameUI::updateFloatingText( void ) FloatingTextData *ftd; // pointer to our floating point data UnsignedInt currLogicFrame = TheGameLogic->getFrame(); // the current logic frame UnsignedByte r, g, b, a; // we'll need to break apart our color so we can modify the alpha - Int amount; // The amout we'll change the alpha + Int amount; // The amount we'll change the alpha static UnsignedInt lastLogicFrameUpdate = currLogicFrame; // We need to make sure our current frame is different then our last frame we updated. // only update the position if we're incrementing frames @@ -5330,7 +5330,7 @@ void InGameUI::updateFloatingText( void ) } } - // increase our itterator + // increase our iterator ++it; } @@ -5791,7 +5791,7 @@ void InGameUI::selectNextIdleWorker( void ) selectDrawable( selectThisObject->getDrawable() ); - /*// removed becuase we're already playing a select sound... left in, just in case i"m wrong. + /*// removed because we're already playing a select sound... left in, just in case i"m wrong. // play the units sound const AudioEventRTS *soundEvent = selectThisObject->getTemplate()->getVoiceSelect(); if (soundEvent) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/Input/Keyboard.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Input/Keyboard.cpp index fd49fd14433..25c358d358d 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Input/Keyboard.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Input/Keyboard.cpp @@ -714,7 +714,7 @@ Keyboard::~Keyboard( void ) } //------------------------------------------------------------------------------------------------- -/** Initialzie the keyboard */ +/** Initialize the keyboard */ //------------------------------------------------------------------------------------------------- void Keyboard::init( void ) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/Input/Mouse.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Input/Mouse.cpp index 4080491eedf..89aeeff58be 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Input/Mouse.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Input/Mouse.cpp @@ -672,7 +672,7 @@ void Mouse::update( void ) void Mouse::createStreamMessages( void ) { - // santiy + // sanity if( TheMessageStream == nullptr ) return; // no place to put messages @@ -1145,7 +1145,7 @@ void Mouse::drawTooltip( void ) return; } - /// @todo: Still need to put in display logic so it puts the tool tips in a visable position on the edge of the screen + /// @todo: Still need to put in display logic so it puts the tool tips in a visible position on the edge of the screen if( m_displayTooltip && TheDisplay && m_tooltipDisplayString && (m_tooltipDisplayString->getTextLength() > 0) && !m_isTooltipEmpty) { Int width, xPos; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp index 227695aa473..d0bc8a85712 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp @@ -263,7 +263,7 @@ Bool IntersectLine2D( const Coord2D *a, const Coord2D *b, return false; } -// determines whether a point lies within a rectangle. Doesnt' determine whether the shape is +// determines whether a point lies within a rectangle. Doesn't' determine whether the shape is // actually a rectangle or not. Bool PointInsideRect2D(const Coord2D *bl, const Coord2D *tl, const Coord2D *br, const Coord2D *tr, const Coord2D *inputPoint) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp index 140e50322cf..df0d7a19486 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/CommandXlat.cpp @@ -344,7 +344,7 @@ static CanAttackResult canObjectForceAttack( Object *obj, const Object *victim, } } } - else // oh dear me. The wierd case of a garrisoncontainer being a KINDOF_SPAWNS_ARE_THE_WEAPONS... the AmericaBuildingFirebase + else // oh dear me. The weird case of a garrisoncontainer being a KINDOF_SPAWNS_ARE_THE_WEAPONS... the AmericaBuildingFirebase { ContainModuleInterface *contain = obj->getContain(); if ( contain ) @@ -388,7 +388,7 @@ static CanAttackResult canObjectForceAttack( Object *obj, const Object *victim, else { result = obj->getAbleToUseWeaponAgainstTarget( ATTACK_NEW_TARGET, nullptr, pos, CMD_FROM_PLAYER ); - if( result != ATTACKRESULT_POSSIBLE ) // oh dear me. The wierd case of a garrisoncontainer being a KINDOF_SPAWNS_ARE_THE_WEAPONS... the AmericaBuildingFirebase + if( result != ATTACKRESULT_POSSIBLE ) // oh dear me. The weird case of a garrisoncontainer being a KINDOF_SPAWNS_ARE_THE_WEAPONS... the AmericaBuildingFirebase { ContainModuleInterface *contain = obj->getContain(); if ( contain ) @@ -1654,7 +1654,7 @@ GameMessage::Type CommandTranslator::evaluateContextCommand( Drawable *draw, { if( obj && obj->isKindOf( KINDOF_SHRUBBERY ) && !BitIsSet( command->getOptions(), ALLOW_SHRUBBERY_TARGET ) ) { - //If our object is a shrubbery, and we don't allow targetting it... then null it out. + //If our object is a shrubbery, and we don't allow targeting it... then null it out. //Nulling out the draw and obj pointer will force the remainder of this code to evaluate //a position interaction. draw = nullptr; @@ -1663,7 +1663,7 @@ GameMessage::Type CommandTranslator::evaluateContextCommand( Drawable *draw, if( obj && obj->isKindOf( KINDOF_MINE ) && !BitIsSet( command->getOptions(), ALLOW_MINE_TARGET ) ) { - //If our object is a mine, and we don't allow targetting it... then null it out. + //If our object is a mine, and we don't allow targeting it... then null it out. //Nulling out the draw and obj pointer will force the remainder of this code to evaluate //a position interaction. draw = nullptr; diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp index 2c2e39d2bf2..3130e9ded04 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/SelectionXlat.cpp @@ -74,7 +74,7 @@ static Bool TheDebugSelectionMode = false; //----------------------------------------------------------------------------- static Bool currentlyLookingForSelection( ) { - // This needs to check if we are currently targetting for special weapons fire. + // This needs to check if we are currently targeting for special weapons fire. return TheInGameUI->getGUICommand() == nullptr; } @@ -372,7 +372,7 @@ GameMessageDisposition SelectionTranslator::translateGameMessage(const GameMessa if( !TheInGameUI->getInputEnabled() ) { - //Keep the message so the other translaters (WindowXlat) can handle. + //Keep the message so the other translators (WindowXlat) can handle. if( m_dragSelecting ) { //Turn off drag select @@ -1008,7 +1008,7 @@ GameMessageDisposition SelectionTranslator::translateGameMessage(const GameMessa else { //In alternate mouse mode, right click still cancels building placement. - // TheSuperHackers @tweak Stubbjax 08/08/2025 Cancelling building placement no longer deselects the builder. + // TheSuperHackers @tweak Stubbjax 08/08/2025 Canceling building placement no longer deselects the builder. if (TheInGameUI->getPendingPlaceSourceObjectID() != INVALID_ID) { TheInGameUI->placeBuildAvailable(nullptr, nullptr); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp index 9a4b5ac02bf..d97380aff95 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/MessageStream/WindowXlat.cpp @@ -163,7 +163,7 @@ WindowTranslator::~WindowTranslator() // WindowTranslator =========================================================== /** Window translator that monitors raw input messages on the stream and - * acts on anything relavant to the windowing system */ + * acts on anything relevant to the windowing system */ //============================================================================= GameMessageDisposition WindowTranslator::translateGameMessage(const GameMessage *msg) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/System/Anim2D.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/System/Anim2D.cpp index 34de5af2b15..3499a0f4412 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/System/Anim2D.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/System/Anim2D.cpp @@ -854,7 +854,7 @@ void Anim2DCollection::unRegisterAnimation( Anim2D *anim ) if( anim->m_collectionSystem != this ) return; - // unlink from our instnace list + // unlink from our instance list if( anim->m_collectionSystemNext ) anim->m_collectionSystemNext->m_collectionSystemPrev = anim->m_collectionSystemPrev; if( anim->m_collectionSystemPrev ) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/System/Image.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/System/Image.cpp index 3d9511ed6b8..8ab27150cc3 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/System/Image.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/System/Image.cpp @@ -27,7 +27,7 @@ // Desc: High level representation of images, this is currently being // written so we have a way to refer to images in the windows // GUI, this system should be replaced with something that can -// handle real image management or written to accomodate +// handle real image management or written to accommodate // all parts of the engine that need images. /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/System/ParticleSys.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/System/ParticleSys.cpp index 7e0be3c505a..7202e1134c9 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/System/ParticleSys.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/System/ParticleSys.cpp @@ -549,7 +549,7 @@ void Particle::doWindMotion( void ) windForceStrength *= (1.0f - ((distFromWind - fullForceDistance) / (noForceDistance - fullForceDistance))); - // integate the wind motion into the position + // integrate the wind motion into the position m_pos.x += (Cos( windAngle ) * windForceStrength); m_pos.y += (Sin( windAngle ) * windForceStrength); @@ -2194,7 +2194,7 @@ void ParticleSystem::updateWindMotion( void ) case ParticleSystemInfo::WIND_MOTION_CIRCULAR: { - // give us a wind angle change if one hasn't been specifed (this plays nice with the particle editor) + // give us a wind angle change if one hasn't been specified (this plays nice with the particle editor) if( m_windAngleChange == 0.0f ) m_windAngleChange = GameClientRandomValueReal( m_windAngleChangeMin, m_windAngleChangeMax ); @@ -2269,7 +2269,7 @@ void ParticleSystem::removeParticle( Particle *particleToRemove ) if (particleToRemove->m_systemPrev) particleToRemove->m_systemPrev->m_systemNext = particleToRemove->m_systemNext; - // update head & tail if neccessary + // update head & tail if necessary if (particleToRemove == m_systemParticlesHead) m_systemParticlesHead = particleToRemove->m_systemNext; if (particleToRemove == m_systemParticlesTail) @@ -3129,7 +3129,7 @@ void ParticleSystemManager::removeParticle( Particle *particleToRemove) if (particleToRemove->m_overallPrev) particleToRemove->m_overallPrev->m_overallNext = particleToRemove->m_overallNext; - // update head & tail if neccessary + // update head & tail if necessary if (particleToRemove == m_allParticlesHead[ priority ]) m_allParticlesHead[ priority ] = particleToRemove->m_overallNext; if (particleToRemove == m_allParticlesTail[ priority ]) From 7fae7c1da5c5b792d57eff62a16b027c5082e5eb Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Thu, 15 Jan 2026 17:35:01 -0500 Subject: [PATCH 2/2] fix additional typos and revert one to move to another PR --- .../Source/GameClient/GUI/ControlBar/ControlBar.cpp | 2 +- .../Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp | 2 +- .../Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp | 4 ++-- .../Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp | 2 +- GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp | 2 +- 5 files changed, 6 insertions(+), 6 deletions(-) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp index e163bb22117..c46dd5c78e6 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp @@ -1061,7 +1061,7 @@ void ControlBar::init( void ) // post process step after loading the command buttons and command sets postProcessCommands(); - // Init the scheme manager, this will call its won INI init function. + // Init the scheme manager, this will call its own INI init function. m_controlBarSchemeManager = NEW ControlBarSchemeManager; m_controlBarSchemeManager->init(); diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp index 3ae6ee7d7d8..e8f5f1115bf 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Gadget/GadgetTextEntry.cpp @@ -386,7 +386,7 @@ WindowMsgHandledType GadgetTextEntrySystem( GameWindow *window, UnsignedInt msg, e->conCharPos = 0; if(TheIMEManager && TheIMEManager->isAttachedTo(window)) TheIMEManager->attach(nullptr); - //TheIMEManager->detach(); + //TheIMEManager->detatch(); } else { diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp index a46d88cf815..7c2c1724943 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/IMEManager.cpp @@ -97,7 +97,7 @@ class IMEManager : public IMEManagerInterface virtual void update( void ); virtual void attach( GameWindow *window ); ///< attach IME to specified window - virtual void detatch( void ); ///< detach IME from current window + virtual void detatch( void ); ///< detatch IME from current window virtual void enable( void ); ///< Enable IME virtual void disable( void ); ///< Disable IME virtual Bool isEnabled( void ); ///< Is IME enabled @@ -646,7 +646,7 @@ void IMEManager::attach( GameWindow *window ) } //============================================================================ -// IMEManager::detach +// IMEManager::detatch //============================================================================ void IMEManager::detatch( void ) diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp index 88d187b29b6..cb172ff7647 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/GUI/Shell/Shell.cpp @@ -376,7 +376,7 @@ void Shell::push( AsciiString filename, Bool shutdownImmediate ) } // if (TheIMEManager) -// TheIMEManager->detach(); +// TheIMEManager->detatch(); } diff --git a/GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp b/GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp index d0bc8a85712..19267f6204a 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameClient/Line2D.cpp @@ -263,7 +263,7 @@ Bool IntersectLine2D( const Coord2D *a, const Coord2D *b, return false; } -// determines whether a point lies within a rectangle. Doesn't' determine whether the shape is +// determines whether a point lies within a rectangle. Doesn't determine whether the shape is // actually a rectangle or not. Bool PointInsideRect2D(const Coord2D *bl, const Coord2D *tl, const Coord2D *br, const Coord2D *tr, const Coord2D *inputPoint)