From 423a0531b861dc49cd43544d58032b55ba04f3cb Mon Sep 17 00:00:00 2001 From: Bobby Battista Date: Wed, 14 Jan 2026 17:04:50 -0500 Subject: [PATCH] fix(typos): Fix spelling errors in GeneralsMD/Code Libraries, Tools, and GameEngineDevice comments --- .../Include/W3DDevice/Common/W3DFunctionLexicon.h | 2 +- .../W3DDevice/GameClient/Module/W3DModelDraw.h | 2 +- .../GameClient/Module/W3DOverlordAircraftDraw.h | 2 +- .../GameClient/Module/W3DOverlordTankDraw.h | 2 +- .../GameClient/Module/W3DOverlordTruckDraw.h | 2 +- .../W3DDevice/GameClient/Module/W3DTankDraw.h | 2 +- .../Include/W3DDevice/GameClient/W3DBufferManager.h | 2 +- .../Include/W3DDevice/GameClient/W3DDebugDisplay.h | 2 +- .../Include/W3DDevice/GameClient/W3DDisplay.h | 4 ++-- .../Include/W3DDevice/GameClient/W3DDisplayString.h | 2 +- .../Include/W3DDevice/GameClient/W3DGadget.h | 2 +- .../Include/W3DDevice/GameClient/W3DGameClient.h | 2 +- .../Include/W3DDevice/GameClient/W3DGameWindow.h | 4 ++-- .../Include/W3DDevice/GameClient/W3DPoly.h | 2 +- .../W3DDevice/GameClient/W3DProjectedShadow.h | 2 +- .../W3DDevice/GameClient/W3DVolumetricShadow.h | 6 +++--- .../Include/Win32Device/GameClient/Win32DIKeyboard.h | 2 +- .../Include/Win32Device/GameClient/Win32DIMouse.h | 2 +- .../GameClient/Drawable/Draw/W3DModelDraw.cpp | 6 +++--- .../Drawable/Draw/W3DOverlordAircraftDraw.cpp | 2 +- .../GameClient/Drawable/Draw/W3DOverlordTankDraw.cpp | 2 +- .../Drawable/Draw/W3DOverlordTruckDraw.cpp | 2 +- .../W3DDevice/GameClient/GUI/Gadget/W3DListBox.cpp | 2 +- .../GameClient/Shadow/W3DProjectedShadow.cpp | 10 +++++----- .../GameClient/Shadow/W3DVolumetricShadow.cpp | 12 ++++++------ .../Source/W3DDevice/GameClient/W3DDebugDisplay.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DDisplay.cpp | 10 +++++----- .../Source/W3DDevice/GameClient/W3DDisplayString.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DGameClient.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DInGameUI.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DMouse.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DPoly.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DRoadBuffer.cpp | 10 +++++----- .../Source/W3DDevice/GameClient/W3DScene.cpp | 2 +- .../Source/W3DDevice/GameClient/W3DShroud.cpp | 2 +- .../W3DDevice/GameClient/W3dWaypointBuffer.cpp | 6 +++--- .../Source/W3DDevice/GameLogic/W3DGhostObject.cpp | 2 +- .../Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp | 2 +- .../Source/Win32Device/Common/Win32GameEngine.cpp | 2 +- .../Source/WWVegas/WW3D2/aabtreebuilder.cpp | 4 ++-- .../Code/Libraries/Source/WWVegas/WW3D2/animobj.cpp | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/assetmgr.cpp | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/camera.cpp | 6 +++--- .../Code/Libraries/Source/WWVegas/WW3D2/camera.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp | 6 +++--- .../Code/Libraries/Source/WWVegas/WW3D2/dazzle.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/decalmsh.cpp | 2 +- .../Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp | 6 +++--- .../Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h | 6 +++--- .../Code/Libraries/Source/WWVegas/WW3D2/hlod.cpp | 8 ++++---- .../Code/Libraries/Source/WWVegas/WW3D2/hlod.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/light.cpp | 8 ++++---- .../Code/Libraries/Source/WWVegas/WW3D2/light.h | 2 +- .../Source/WWVegas/WW3D2/lightenvironment.cpp | 2 +- .../Source/WWVegas/WW3D2/lightenvironment.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/mapper.h | 6 +++--- .../Libraries/Source/WWVegas/WW3D2/matrixmapper.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp | 4 ++-- .../Libraries/Source/WWVegas/WW3D2/meshbuild.cpp | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/meshmdl.cpp | 4 ++-- .../Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h | 2 +- .../Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp | 6 +++--- .../Code/Libraries/Source/WWVegas/WW3D2/motchan.cpp | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp | 6 +++--- .../Code/Libraries/Source/WWVegas/WW3D2/part_buf.h | 6 +++--- .../Code/Libraries/Source/WWVegas/WW3D2/part_ldr.cpp | 4 ++-- .../Code/Libraries/Source/WWVegas/WW3D2/scene.cpp | 4 ++-- .../Libraries/Source/WWVegas/WW3D2/vertmaterial.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h | 2 +- .../Code/Libraries/Source/WWVegas/WW3D2/ww3d.cpp | 10 +++++----- .../Code/Libraries/Source/WWVegas/WW3D2/ww3d.h | 2 +- GeneralsMD/Code/Main/WinMain.cpp | 2 +- GeneralsMD/Code/Tools/GUIEdit/Include/EditWindow.h | 2 +- .../Code/Tools/GUIEdit/Include/GUIEditDisplay.h | 2 +- .../Code/Tools/GUIEdit/Include/HierarchyView.h | 2 +- GeneralsMD/Code/Tools/GUIEdit/Include/LayoutScheme.h | 2 +- .../Source/Dialog Procedures/CallbackEditor.cpp | 2 +- .../Source/Dialog Procedures/ListboxProperties.cpp | 4 ++-- GeneralsMD/Code/Tools/GUIEdit/Source/EditWindow.cpp | 2 +- .../Tools/GUIEdit/Source/GUIEditWindowManager.cpp | 8 ++++---- .../Code/Tools/GUIEdit/Source/HierarchyView.cpp | 10 +++++----- .../Code/Tools/GUIEdit/Source/LayoutScheme.cpp | 4 ++-- GeneralsMD/Code/Tools/GUIEdit/Source/Save.cpp | 4 ++-- GeneralsMD/Code/Tools/GUIEdit/Source/WinMain.cpp | 4 ++-- GeneralsMD/Code/Tools/ParticleEditor/StdAfx.h | 2 +- .../Code/Tools/WorldBuilder/include/WBHeightMap.h | 2 +- .../Code/Tools/WorldBuilder/include/WHeightMapEdit.h | 4 ++-- .../Code/Tools/WorldBuilder/include/WorldBuilder.h | 2 +- GeneralsMD/Code/Tools/WorldBuilder/src/CUndoable.cpp | 2 +- .../Code/Tools/WorldBuilder/src/ContourOptions.cpp | 4 ++-- .../Code/Tools/WorldBuilder/src/EditAction.cpp | 2 +- .../Code/Tools/WorldBuilder/src/EditCondition.cpp | 2 +- .../Code/Tools/WorldBuilder/src/EditParameter.cpp | 4 ++-- .../Code/Tools/WorldBuilder/src/FeatherOptions.cpp | 2 +- .../Tools/WorldBuilder/src/GlobalLightOptions.cpp | 2 +- .../Code/Tools/WorldBuilder/src/LightOptions.cpp | 2 +- .../Code/Tools/WorldBuilder/src/MoundOptions.cpp | 2 +- .../Code/Tools/WorldBuilder/src/WHeightMapEdit.cpp | 4 ++-- .../Code/Tools/WorldBuilder/src/WaterOptions.cpp | 2 +- .../Code/Tools/WorldBuilder/src/WaypointOptions.cpp | 2 +- .../Code/Tools/WorldBuilder/src/WorldBuilder.cpp | 2 +- .../Code/Tools/WorldBuilder/src/WorldBuilderView.cpp | 2 +- .../Code/Tools/WorldBuilder/src/brushoptions.cpp | 2 +- GeneralsMD/Code/Tools/WorldBuilder/src/wbview3d.cpp | 2 +- GeneralsMD/Code/Tools/wdump/rawfilem.cpp | 6 +++--- 107 files changed, 180 insertions(+), 180 deletions(-) diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/Common/W3DFunctionLexicon.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/Common/W3DFunctionLexicon.h index 71e3dd5c472..2116e42d293 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/Common/W3DFunctionLexicon.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/Common/W3DFunctionLexicon.h @@ -24,7 +24,7 @@ // FILE: W3DFunctionLexicon.h ///////////////////////////////////////////////////////////////////// // Created: Colin Day, September 2001 -// Desc: Function lexicon for w3d specific funtion pointers +// Desc: Function lexicon for w3d specific function pointers /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h index bd0109ce24d..d709e27e31f 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DModelDraw.h @@ -398,7 +398,7 @@ class W3DModelDraw : public DrawModule, public ObjectDrawInterface /** similar to the above, but assumes that the current state is a "ONCE", and is smart about transition states... if there is a transition state - "inbetween", it is included in the completion time. + "in between", it is included in the completion time. */ virtual void setAnimationCompletionTime(UnsignedInt numFrames); diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordAircraftDraw.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordAircraftDraw.h index b66926f9600..ef47b75b421 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordAircraftDraw.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordAircraftDraw.h @@ -26,7 +26,7 @@ // // FILE: W3DOverlordAircraftDraw.h // Author: Mark Lorenzen, April 2003 -// Desc: Units that recieve portable structure upgrades (like the Overlord Tank) have a super specific special need. +// Desc: Units that receive portable structure upgrades (like the Overlord Tank) have a super specific special need. // He needs his rider to draw explicitly after him, // and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain. // In the case of aircraft (Helix, SpectreGunship, etc.) we need this draw module which mimics the OverlordTankDraw diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordTankDraw.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordTankDraw.h index 72a39809598..b32133ecbb9 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordTankDraw.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordTankDraw.h @@ -22,7 +22,7 @@ // // //////////////////////////////////////////////////////////////////////////////// -// FIEL: W3DOverlordTankDraw.h //////////////////////////////////////////////////////////////////////////// +// FILE: W3DOverlordTankDraw.h //////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, October 2002 // Desc: The Overlord has a super specific special need. He needs his rider to draw explicitly after him, // and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain. diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordTruckDraw.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordTruckDraw.h index b20059f8338..41fdb81d749 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordTruckDraw.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DOverlordTruckDraw.h @@ -22,7 +22,7 @@ // // //////////////////////////////////////////////////////////////////////////////// -// FIEL: W3DOverlordTruckDraw.h //////////////////////////////////////////////////////////////////////////// +// FILE: W3DOverlordTruckDraw.h //////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, October 2002 // Desc: The Overlord has a super specific special need. He needs his rider to draw explicitly after him, // and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain. diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DTankDraw.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DTankDraw.h index 2c659194a9f..fdd76b97efa 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DTankDraw.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/Module/W3DTankDraw.h @@ -22,7 +22,7 @@ // // //////////////////////////////////////////////////////////////////////////////// -// FIEL: W3DTankDraw.h //////////////////////////////////////////////////////////////////////////// +// FILE: W3DTankDraw.h //////////////////////////////////////////////////////////////////////////// // Draw a tank // Author: Michael S. Booth, October 2001 /////////////////////////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DBufferManager.h b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DBufferManager.h index 63643650732..358f55e058e 100644 --- a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DBufferManager.h +++ b/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DBufferManager.h @@ -142,7 +142,7 @@ class W3DBufferManager void freeAllSlots(void); ///rotateLocalTransformZ(rotation); - // Attatch it to the object... + // Attach it to the object... sys->attachToDrawable(drawable); // important: mark it as do-not-save, since we'll just re-create it when we reload. @@ -3801,7 +3801,7 @@ void W3DModelDraw::setAnimationLoopDuration(UnsignedInt numFrames) /** similar to the above, but assumes that the current state is a "ONCE", and is smart about transition states... if there is a transition state - "inbetween", it is included in the completion time. + "in between", it is included in the completion time. */ void W3DModelDraw::setAnimationCompletionTime(UnsignedInt numFrames) { @@ -4244,7 +4244,7 @@ void W3DModelDraw::xfer( Xfer *xfer ) int curMode, dummy3; hlod->Peek_Animation_And_Info(dummy1, dummy3, curMode, dummy2); - // srj sez: do not change the animation mode. it's too risky, since if you change (say) a nonlooping + // srj sez: do not change the animation mode. it's too risky, since if you change (say) a non-looping // to a looping, something might break since it could rely on that anim terminating. // set animation data diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordAircraftDraw.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordAircraftDraw.cpp index 47d73176ddb..bd404e2f34a 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordAircraftDraw.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordAircraftDraw.cpp @@ -26,7 +26,7 @@ // // FILE: W3DOverlordAircraftDraw.h // Author: Mark Lorenzen, April 2003 -// Desc: Units that recieve portable structure upgrades (like the OverlordTnk) have a super specific special need. +// Desc: Units that receive portable structure upgrades (like the OverlordTnk) have a super specific special need. // He needs his rider to draw explicitly after him, // and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain. // In the case of aircraft (Helix, SpectreGunship, etc.) we need this draw module which mimics the OverlordTnkDraw diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTankDraw.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTankDraw.cpp index 994370e5c0d..ae6318fb465 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTankDraw.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTankDraw.cpp @@ -22,7 +22,7 @@ // // //////////////////////////////////////////////////////////////////////////////// -// FIEL: W3DOverlordTankDraw.cpp //////////////////////////////////////////////////////////////////////////// +// FILE: W3DOverlordTankDraw.cpp //////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, October 2002 // Desc: The Overlord has a super specific special need. He needs his rider to draw explicitly after him, // and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain. diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTruckDraw.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTruckDraw.cpp index 2d8cac63d1a..f349ca73e32 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTruckDraw.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DOverlordTruckDraw.cpp @@ -22,7 +22,7 @@ // // //////////////////////////////////////////////////////////////////////////////// -// FIEL: W3DOverlordTruckDraw.cpp //////////////////////////////////////////////////////////////////////////// +// FILE: W3DOverlordTruckDraw.cpp //////////////////////////////////////////////////////////////////////////// // Author: Graham Smallwood, October 2002 // Desc: The Overlord has a super specific special need. He needs his rider to draw explicitly after him, // and he needs direct access to get that rider when everyone else can't see it because of the OverlordContain. diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/Gadget/W3DListBox.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/Gadget/W3DListBox.cpp index ff3ee8a701c..e1cd24678b4 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/Gadget/W3DListBox.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/Gadget/W3DListBox.cpp @@ -88,7 +88,7 @@ static void drawHiliteBar( const Image *left, const Image *right, barWindowSize.y = endY - startY; // - // the bar window size will always be at least big enough to accomodate + // the bar window size will always be at least big enough to accommodate // the left and right ends // if( barWindowSize.x < left->getImageWidth() + right->getImageWidth() ) diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp index 47cb4c8d3c0..170ec2ffcd9 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp @@ -60,7 +60,7 @@ /** @todo: We're going to have a pool of a couple rendertargets to use in rare cases when dynamic shadows need to be generated. Maybe we can -even get away with a single one that gets used immediatly to render, then +even get away with a single one that gets used immediately to render, then recycled. For most of the objects, we need to have a static texture that is reused for all instances on the level. @@ -855,7 +855,7 @@ void W3DProjectedShadowManager::queueDecal(W3DProjectedShadow *shadow) if (vecLength != 0.0f) //prevent divide by zero { uVector *= 1.0f/vecLength; vVector = uVector; - vVector.Rotate_Z(-1.0f,0.0f); //rotate u vector by -90 degress to get v vector. + vVector.Rotate_Z(-1.0f,0.0f); //rotate u vector by -90 degrees to get v vector. } else { @@ -868,7 +868,7 @@ void W3DProjectedShadowManager::queueDecal(W3DProjectedShadow *shadow) vVector.Set(0.0f,-1.0f,0.0f); //Point uvector in default direction uVector = vVector; - uVector.Rotate_Z(1.0f,0.0f); //rotate v vector by 90 degress to get u vector. + uVector.Rotate_Z(1.0f,0.0f); //rotate v vector by 90 degrees to get u vector. } //Compute bounding box of projection @@ -2132,7 +2132,7 @@ void W3DProjectedShadow::updateTexture(Vector3 &lightPos) m_shadowProjector->Compute_Perspective_Projection(m_robj,objToLight); m_shadowProjector->Set_Render_Target(TheW3DProjectedShadowManager->getRenderTarget()); - //Set ambient to 0, so we get a black shadow on solid backgroud + //Set ambient to 0, so we get a black shadow on solid background context=TheW3DProjectedShadowManager->getRenderContext(); @@ -2169,7 +2169,7 @@ void W3DProjectedShadow::updateTexture(Vector3 &lightPos) m_shadowTexture[0]->getTexture()->Get_Level_Description(surface_desc); //default shadow texture points along world -x axis (west). Rotate uv coordinates to fit actual light direction Vector3 uVec = objectToLight * DECAL_TEXELS_PER_WORLD_UNIT / (float)surface_desc.Width; - objectToLight.Rotate_Z(-1.0f,0.0f); //rotate u vector by -90 degress to get v vector. + objectToLight.Rotate_Z(-1.0f,0.0f); //rotate u vector by -90 degrees to get v vector. Vector3 vVec = objectToLight * DECAL_TEXELS_PER_WORLD_UNIT / (float)surface_desc.Height; m_shadowTexture[0]->setDecalUVAxis(uVec, vVec); diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp index 478c1f78f24..954a3ab4796 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp @@ -898,7 +898,7 @@ if (!m_polyNeighbors) { // buildPolygonNeighbors ====================================================== // Whenever we set a new geometry we want to build some information about -// the faces in the new geometry so that we can efficienty traverse across +// the faces in the new geometry so that we can efficiently traverse across // the surface to neighboring polygons // ============================================================================ void W3DShadowGeometryMesh::buildPolygonNeighbors( void ) @@ -934,7 +934,7 @@ void W3DShadowGeometryMesh::buildPolygonNeighbors( void ) // building our neighbor information for the very first time ... // if our current geometry has a different number of polygons than // we had previously calculated we need to delete and reallocate a - // new storate space for the neighbor information + // new storage space for the neighbor information // if( numPolys != m_numPolyNeighbors ) { @@ -1105,7 +1105,7 @@ Bool W3DShadowGeometryMesh::allocateNeighbors( Int numPolys ) } - // list is now acutally allocated + // list is now actually allocated m_numPolyNeighbors = numPolys; return TRUE; // success! @@ -3236,7 +3236,7 @@ void W3DVolumetricShadow::deleteShadowVolume( Int volumeIndex ) // resetShadowVolume ========================================================== // Reset the contents of the shadow volume information. Since we're using // a geometry class it would be ideal if these structures had a reset -// option where their resoures were released back to a pool rather than +// option where their resources were released back to a pool rather than // delete and allocate new storage space // ============================================================================ void W3DVolumetricShadow::resetShadowVolume( Int volumeIndex, Int meshIndex ) @@ -3273,7 +3273,7 @@ void W3DVolumetricShadow::resetShadowVolume( Int volumeIndex, Int meshIndex ) // allocateSilhouette ========================================================= // Allocate space for new silhouette storage, the number of vertices passed // in is the total vertices in the model, a silhouette must be able to -// accomodate that as a series of disjoint edge pairs, otherwise known +// accommodate that as a series of disjoint edge pairs, otherwise known // as numVertices * 2 // ============================================================================ Bool W3DVolumetricShadow::allocateSilhouette(Int meshIndex, Int numVertices ) @@ -3290,7 +3290,7 @@ Bool W3DVolumetricShadow::allocateSilhouette(Int meshIndex, Int numVertices ) if( m_silhouetteIndex[meshIndex] == nullptr ) { -// DBGPRINTF(( "Unable to allcoate silhouette storage '%d'\n", numEntries )); +// DBGPRINTF(( "Unable to allocate silhouette storage '%d'\n", numEntries )); assert( 0 ); return FALSE; diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDebugDisplay.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDebugDisplay.cpp index 014c34464e0..455898b79a7 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDebugDisplay.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDebugDisplay.cpp @@ -35,7 +35,7 @@ // // Module: Debug // -// File name: W3DGameDevice/GameClisnt/W3DDebugDisplay.cpp +// File name: W3DGameDevice/GameClient/W3DDebugDisplay.cpp // // Created: 11/13/01 TR // diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplay.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplay.cpp index 2f60e418a96..41f566c9dfc 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplay.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplay.cpp @@ -25,7 +25,7 @@ // FILE: W3DDisplay.cpp /////////////////////////////////////////////////////// // // W3D Implementation for the Game Display which is responsible for creating -// and maintaning the entire visual display +// and maintaining the entire visual display // // Author: Colin Day, April 2001 // @@ -1892,7 +1892,7 @@ void W3DDisplay::draw( void ) { DisplayString *displayString = TheDisplayStringManager->newDisplayString(); - // set word wrap if neccessary + // set word wrap if necessary Int wordWrapWidth = TheDisplay->getWidth() - 20; displayString->setWordWrap( wordWrapWidth ); @@ -2259,7 +2259,7 @@ void W3DDisplay::drawRectClock(Int startX, Int startY, Int width, Int height, In m_2DRender->Reset(); m_2DRender->Enable_Texturing( FALSE ); -// The rectanges are numberd as follows +// The rectangles are numberd as follows //(x,y) |---------| // | 4 | 1 | // |----+----| @@ -2342,7 +2342,7 @@ void W3DDisplay::drawRectClock(Int startX, Int startY, Int width, Int height, In } else if(percent > 25) { - // rectangel #1 + // rectangle #1 m_2DRender->Add_Rect(RectClass( startX + width/2, startY, startX + width, startY + height/2), 0,0, color); // draw the part of rectangle 2 @@ -2423,7 +2423,7 @@ void W3DDisplay::drawRemainingRectClock(Int startX, Int startY, Int width, Int h m_2DRender->Reset(); m_2DRender->Enable_Texturing( FALSE ); -// The rectanges are numbered as follows +// The rectangles are numbered as follows //(x,y) |---------| // | 4 | 1 | // |----+----| diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp index 88e7bb3cb80..84cfd9d800f 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp @@ -189,7 +189,7 @@ void W3DDisplayString::draw( Int x, Int y, Color color, Color dropColor, Int xDr } // - // if our position has changed, or our colors have chagned, or our + // if our position has changed, or our colors have changed, or our // text data has changed, we need to redo the texture quads // if( needNewPolys || diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp index d2f394e1589..e870b5013bb 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp @@ -85,7 +85,7 @@ void W3DGameClient::init( void ) } //------------------------------------------------------------------------------------------------- -/** Per frame udpate, note we are extending functionality */ +/** Per frame update, note we are extending functionality */ //------------------------------------------------------------------------------------------------- void W3DGameClient::update( void ) { diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index f482b3ebb48..83b4100c3e2 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp @@ -383,7 +383,7 @@ void W3DInGameUI::reset( void ) } //------------------------------------------------------------------------------------------------- -/** Draw member for the W3D implemenation of the game user interface */ +/** Draw member for the W3D implementation of the game user interface */ //------------------------------------------------------------------------------------------------- void W3DInGameUI::draw( void ) { diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DMouse.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DMouse.cpp index 9ece5013c32..206eae593b7 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DMouse.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DMouse.cpp @@ -483,7 +483,7 @@ void W3DMouse::draw(void) if (m_currentRedrawMode == RM_DX8 && m_currentD3DCursor != NONE) { - //called from upate thread or rendering loop. Tells D3D where + //called from update thread or rendering loop. Tells D3D where //to draw the mouse cursor. LPDIRECT3DDEVICE8 m_pDev=DX8Wrapper::_Get_D3D_Device8(); if (m_pDev) diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DPoly.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DPoly.cpp index 8381408227a..2e518753ee6 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DPoly.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DPoly.cpp @@ -63,7 +63,7 @@ void ClipPolyClass::Clip(const PlaneClass & plane,ClipPolyClass & dest) const prev_point_in_front = !plane.In_Front(Verts[iprev]); // Note, plane normal is outward so we invert this test for (Int j=0; jgetStencilShadowMask(); DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, 0x80808080 ); DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILMASK, occludedMask ); //isolate bits containing occluder|playerIndex diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShroud.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShroud.cpp index 0c991ffdc9c..bb732827dba 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShroud.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShroud.cpp @@ -230,7 +230,7 @@ void W3DShroud::ReleaseResources(void) Bool W3DShroud::ReAcquireResources(void) { if (!m_dstTextureWidth) - return TRUE; //nothing to reaquire since shroud was never initialized with valid data + return TRUE; //nothing to reacquire since shroud was never initialized with valid data DEBUG_ASSERTCRASH( m_pDstTexture == nullptr, ("ReAcquire of existing shroud texture")); diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp index a49fa800784..bb0dd802ae6 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp @@ -162,7 +162,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if( TheInGameUI->isInWaypointMode() ) { //Create a default light environment with no lights and only full ambient. - //@todo: Fix later by copying default scene light environement from W3DScene.cpp. + //@todo: Fix later by copying default scene light environment from W3DScene.cpp. LightEnvironmentClass lightEnv; lightEnv.Reset(Vector3(0,0,0), Vector3(1.0f,1.0f,1.0f)); lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform()); @@ -214,7 +214,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) else // maybe we want to draw rally points, then? { //Create a default light environment with no lights and only full ambient. - //@todo: Fix later by copying default scene light environement from W3DScene.cpp. + //@todo: Fix later by copying default scene light environment from W3DScene.cpp. LightEnvironmentClass lightEnv; lightEnv.Reset(Vector3(0,0,0), Vector3(1.0f,1.0f,1.0f)); lightEnv.Pre_Render_Update(rinfo.Camera.Get_Transform()); @@ -475,7 +475,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) numPoints++; - //and for that matter did we find a far side coner? + //and for that matter did we find a far side corner? if (pFarElbow)//did we find a nearest corner? { // but let's test the dot of the first elbow against the rally point to find out diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp index c66681a7ad8..57b31e11271 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp @@ -1214,7 +1214,7 @@ void W3DGhostObjectManager::xfer( Xfer *xfer ) DEBUG_ASSERTCRASH( ghostObject != nullptr, ("W3DGhostObjectManager::xfer - Could not create ghost object for object '%s'", object->getTemplate()->getName().str()) ); - // link the ghost object and logical object togehter through partition/ghostObject dat + // link the ghost object and logical object together through partition/ghostObject dat DEBUG_ASSERTCRASH( object->friend_getPartitionData()->getGhostObject() == nullptr, ("W3DGhostObjectManager::xfer - Ghost object already on object '%s'", object->getTemplate()->getName().str()) ); diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp index 6161951a55d..d1eb4a8f825 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp @@ -135,7 +135,7 @@ Bool W3DTerrainLogic::loadMap( AsciiString filename , Bool query ) m_mapDX=terrainHeightMap->getXExtent(); m_mapDY=terrainHeightMap->getYExtent(); - // now, get all the boudnaries, and set the current active boundary to boundary 0. + // now, get all the boundaries, and set the current active boundary to boundary 0. m_boundaries = terrainHeightMap->getAllBoundaries(); m_activeBoundary = 0; diff --git a/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/Common/Win32GameEngine.cpp b/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/Common/Win32GameEngine.cpp index 286f442ae91..ff93216bd8e 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/Common/Win32GameEngine.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/Common/Win32GameEngine.cpp @@ -127,7 +127,7 @@ void Win32GameEngine::update( void ) //------------------------------------------------------------------------------------------------- /** This function may be called from within this application to let - * Microsoft Windows do its message processing and dispatching. Presumeably + * Microsoft Windows do its message processing and dispatching. Presumably * we would call this at least once each time around the game loop to keep * Windows services from backing up */ //------------------------------------------------------------------------------------------------- diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/aabtreebuilder.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/aabtreebuilder.cpp index 20355a57b7f..eda1055a510 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/aabtreebuilder.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/aabtreebuilder.cpp @@ -38,7 +38,7 @@ * AABTreeBuilderClass::~AABTreeBuilderClass -- Destructor * * AABTreeBuilderClass::Reset -- reset the builder, delete all arrays * * AABTreeBuilderClass::Build_AABTree -- Build an AABTree for the given mesh. * - * AABTreeBuilderClass::Build_Tree -- recursivly builds the culling tree * + * AABTreeBuilderClass::Build_Tree -- recursively builds the culling tree * * AABTreeBuilderClass::Select_Splitting_Plane -- select a partition for the given polys * * AABTreeBuilderClass::Compute_Plane_Score -- evaluate the suitability of a partition plane * * AABTreeBuilderClass::Which_Side -- which side of a plane is the given poly * @@ -264,7 +264,7 @@ void AABTreeBuilderClass::Build_AABTree(int polycount,Vector3i * polys,int vertc } /*********************************************************************************************** - * AABTreeBuilderClass::Build_Tree -- recursivly builds the culling tree * + * AABTreeBuilderClass::Build_Tree -- recursively builds the culling tree * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/animobj.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/animobj.cpp index b83b1c8f8f0..56cab1628ff 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/animobj.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/animobj.cpp @@ -1033,7 +1033,7 @@ float Animatable3DObjClass::Compute_Current_Frame(float *newDirection) const } /*********************************************************************************************** - * Animatable3DObjClass::Single_Anim_Progress -- progess anims for loop and once * + * Animatable3DObjClass::Single_Anim_Progress -- progress anims for loop and once * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/assetmgr.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/assetmgr.cpp index a0af1ac87cc..251ab342011 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/assetmgr.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/assetmgr.cpp @@ -993,7 +993,7 @@ HAnimClass * WW3DAssetManager::Get_HAnim(const char * name) Load_3D_Assets( new_filename ); } - anim = HAnimManager.Get_Anim(name); // Try agai + anim = HAnimManager.Get_Anim(name); // Try again if (anim == nullptr) { HAnimManager.Register_Missing( name ); // This is now a KNOWN missing anim AssetStatusClass::Peek_Instance()->Report_Missing_HAnim(name); diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h index 5a93e0e1c1b..f51658f7965 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h @@ -64,7 +64,7 @@ class VertexMaterialClass; ** to the root and be constructed symmetrically... ** ** NOTE3: OBBoxRenderObjClass is an oriented box which is aligned with its transform -** but can have a center point that is offest from the transform's origin. +** but can have a center point that is offset from the transform's origin. ** */ class BoxRenderObjClass : public RenderObjClass diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/camera.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/camera.cpp index 40ea25f6f21..d80d65cce28 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/camera.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/camera.cpp @@ -133,7 +133,7 @@ CameraClass::CameraClass(const CameraClass & src) : ZBufferMin(src.ZBufferMin), ZBufferMax(src.ZBufferMax) { - // just being paraniod in case any parent class doesn't completely copy the entire state... + // just being paranoid in case any parent class doesn't completely copy the entire state... FrustumValid = false; } @@ -166,7 +166,7 @@ CameraClass & CameraClass::operator = (const CameraClass & that) ProjectionTransform = that.ProjectionTransform; CameraInvTransform = that.CameraInvTransform; - // just being paraniod in case any parent class doesn't completely copy the entire state... + // just being paranoid in case any parent class doesn't completely copy the entire state... FrustumValid = false; } @@ -271,7 +271,7 @@ void CameraClass::Set_Transform(const Matrix3D &m) /*********************************************************************************************** * CameraClass::Set_Position -- Set the position of the camera * * * - * This is overriden to invalidate the cached frustum parameters * + * This is overridden to invalidate the cached frustum parameters * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/camera.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/camera.h index d1952b37e42..3fd53e51078 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/camera.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/camera.h @@ -201,7 +201,7 @@ class CameraClass : public RenderObjClass bool Cull_Sphere_On_Frustum_Sides(const SphereClass & sphere) const; bool Cull_Box(const AABoxClass & box) const; - // Various properties of the camera's frustum: These funcitons return a + // Various properties of the camera's frustum: These functions return a // pointer to the internal storage of the descriptions. there will be // 6 frustum planes, 8 corner points, see the implementations of these // functions for definitions on which points/planes are associated with diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp index a86c721108c..009289e0ea2 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp @@ -873,7 +873,7 @@ void DazzleRenderObjClass::Get_Obj_Space_Bounding_Box(AABoxClass & box) const void DazzleRenderObjClass::Set_Layer(DazzleLayerClass *layer) { - // Never insert a dazzle into a list if it already is on one - this caould create infinite + // Never insert a dazzle into a list if it already is on one - this could create infinite // loops in the dazzle list. if (on_list) return; @@ -909,7 +909,7 @@ RenderObjClass* DazzleRenderObjClass::Clone(void) const // ---------------------------------------------------------------------------- // // DazzleRenderObjClass's Render() function doesn't actually render the dazzle -// immediatelly but just sets the dazzle visible. This is due to the way the +// immediately but just sets the dazzle visible. This is due to the way the // dazzle system works (the dazzles need to be rendered after everything else). // Having the Render() function flag the visibility offers us the visibility // functionality of the scene graph. @@ -1420,7 +1420,7 @@ void DazzleRenderObjClass::Special_Render(SpecialRenderInfoClass & rinfo) /**************************************************************************************** - DazzleRenderObjClass - Persistant object support. + DazzleRenderObjClass - Persistent object support. Dazzles are going to save their type and their transform and simply re-create another dazzle of the same type when loaded. diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dazzle.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dazzle.h index d686856ae80..89831c4e5ff 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dazzle.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dazzle.h @@ -298,7 +298,7 @@ class DazzleRenderObjClass : public RenderObjClass // internally by the Render() function. void Set_Layer(DazzleLayerClass *layer); - // Persistant object save-load interface + // Persistent object save-load interface // Dazzles save their "dazzle-type" and transform virtual const PersistFactoryClass & Get_Factory (void) const; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/decalmsh.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/decalmsh.cpp index 747864e6a1c..d46f8ee20b5 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/decalmsh.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/decalmsh.cpp @@ -77,7 +77,7 @@ ** verts - plug into DecalPolyClass, clip, pull back out ** vnorms - plug into DecalPolyClass, clip, copy back out ** texcoords - compute after poly is clipped -** material - contstant for entire poly, get from generator +** material - constant for entire poly, get from generator ** shader - constant for entire poly, get from generator ** texture - constant for entire poly, get from generator */ diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp index 97027d7e321..a201b72f884 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp @@ -406,7 +406,7 @@ void DX8Wrapper::Do_Onetime_Device_Dependent_Inits(void) Compute_Caps(D3DFormat_To_WW3DFormat(DisplayFormat)); /* - ** Initalize any other subsystems inside of WW3D + ** Initialize any other subsystems inside of WW3D */ MissingTexture::_Init(); TextureFilterClass::_Init_Filters((TextureFilterClass::TextureFilterMode)WW3D::Get_Texture_Filter()); @@ -2137,7 +2137,7 @@ void DX8Wrapper::Draw( break; } } -#endif // MESH_RENDER_SHAPSHOT_ENABLED +#endif // MESH_RENDER_SNAPSHOT_ENABLED SNAPSHOT_SAY(("DX8 - draw %d polygons (%d vertices)",polygon_count,vertex_count)); @@ -3395,7 +3395,7 @@ DX8Wrapper::Set_Render_Target(IDirect3DSwapChain8 *swap_chain) swap_chain->GetBackBuffer (0, D3DBACKBUFFER_TYPE_MONO, &render_target); // - // Set this back buffer as the render targer + // Set this back buffer as the render target // Set_Render_Target (render_target, true); diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h index e7e08b11dc8..633d944bbb2 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h @@ -502,7 +502,7 @@ class DX8Wrapper static ZTextureClass* Get_Shadow_Map(int idx) { return Shadow_Map[idx]; } // for depth map support KJM ^ - // shader system udpates KJM v + // shader system updates KJM v static void Apply_Default_State(); static void Set_Vertex_Shader(DWORD vertex_shader); @@ -713,7 +713,7 @@ class DX8Wrapper // shader system updates KJM v WWINLINE void DX8Wrapper::Set_Vertex_Shader(DWORD vertex_shader) { -#if 0 //(gth) some code is bypassing this acessor function so we can't count on this variable... +#if 0 //(gth) some code is bypassing this accessor function so we can't count on this variable... // may be incorrect if shaders are created and destroyed dynamically if (Vertex_Shader==vertex_shader) return; #endif @@ -1004,7 +1004,7 @@ WWINLINE unsigned int DX8Wrapper::Convert_Color(const Vector3& color,float alpha unsigned int col; // Multiply r, g, b and a components (0.0,...,1.0) by 255 and convert to integer. Or the integer values togerher - // such that 32 bit ingeger has AAAAAAAARRRRRRRRGGGGGGGGBBBBBBBB. + // such that 32 bit integer has AAAAAAAARRRRRRRRGGGGGGGGBBBBBBBB. __asm { sub esp,20 // space for a, r, g and b float plus fpu rounding mode diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hlod.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hlod.cpp index a572399c2f4..e65f7211d6e 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hlod.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hlod.cpp @@ -121,7 +121,7 @@ * HLodClass::Set_HTree -- replace the hierarchy tree * * HLodClass::Get_Proxy_Count -- Returns the number of proxy objects * * HLodClass::Get_Proxy -- returns the information for the i'th proxy * - * HLodClass::Set_Hidden -- Propogates the hidden bit to particle emitters. * + * HLodClass::Set_Hidden -- Propagates the hidden bit to particle emitters. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ @@ -369,7 +369,7 @@ void HLodDefClass::Initialize(HLodClass &src_lod) // Start with a fresh set of data Free (); - // Copy the name and hierarcy name from the source object + // Copy the name and hierarchy name from the source object Name = ::strdup (src_lod.Get_Name ()); const HTreeClass *phtree = src_lod.Get_HTree (); if (phtree != nullptr) { @@ -3405,7 +3405,7 @@ void HLodClass::Update_Obj_Space_Bounding_Volumes(void) } // - // Attempt to find an OBBox mesh inside the heirarchy + // Attempt to find an OBBox mesh inside the hierarchy // int index = high_lod.Count (); while (index -- && BoundingBoxIndex == -1) { @@ -3607,7 +3607,7 @@ void HLodClass::Set_HTree(HTreeClass * htree) /*********************************************************************************************** - * HLodClass::Set_Hidden -- Propogates the hidden bit to particle emitters. * + * HLodClass::Set_Hidden -- Propagates the hidden bit to particle emitters. * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hlod.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hlod.h index 53c9dc95456..2a8e05031ee 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hlod.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/hlod.h @@ -235,7 +235,7 @@ class HLodClass : public W3DMPO, public Animatable3DObjClass ModelArrayClass * Lod; // - // An animating heirarchy can use a hidden CLASSID_OBBOX mesh to represent its bounding + // An animating hierarchy can use a hidden CLASSID_OBBOX mesh to represent its bounding // box as it animates. This is the sub object index of that mesh (if it exists). // int BoundingBoxIndex; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/light.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/light.cpp index aa415607bf8..c9efd20049e 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/light.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/light.cpp @@ -49,8 +49,8 @@ * LightClass::Load_W3D -- Initialize this light from a W3D file * * LightClass::Save_W3D -- Save this light's settings into a W3D file * * LightClass::Get_Factory -- get the PersistFactory for LightClass * - * LightClass::Save -- persistant object support * - * LightClass::Load -- persistant object support * + * LightClass::Save -- persistent object support * + * LightClass::Load -- persistent object support * * LightImpClass::LightImpClass -- constructor * * LightImpClass::Process_Push -- exposes the "push" process for an srLight * * LightImpClass::Process_Pop -- exposes the "pop" process for an srLight * @@ -508,7 +508,7 @@ const PersistFactoryClass & LightClass::Get_Factory (void) const /*********************************************************************************************** - * LightClass::Save -- persistant object support * + * LightClass::Save -- persistent object support * * * * INPUT: * * * @@ -535,7 +535,7 @@ bool LightClass::Save (ChunkSaveClass &csave) /*********************************************************************************************** - * LightClass::Load -- persistant object support * + * LightClass::Load -- persistent object support * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/light.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/light.h index cb8396e5a56..112f01550af 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/light.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/light.h @@ -144,7 +144,7 @@ class LightClass : public RenderObjClass WW3DErrorType Save_W3D(ChunkSaveClass & csave); ///////////////////////////////////////////////////////////////////////////// - // Persistant object save-load interface + // Persistent object save-load interface ///////////////////////////////////////////////////////////////////////////// virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save (ChunkSaveClass &csave); diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/lightenvironment.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/lightenvironment.cpp index 165647ea678..3f3fdb2dc65 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/lightenvironment.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/lightenvironment.cpp @@ -375,7 +375,7 @@ void LightEnvironmentClass::Add_Fill_Light(void) ** LightEnvironmentClass::Calculate_Fill_Light Implementation ** The fill light takes up to the top 3 lights in the InputList and averages them into 1 light source. ** The averaged light source is then flipped in direction and location as well as in HUE of the color. -** This final light is used to support the top 3 lights by providing a calulated fill to augment the lights. +** This final light is used to support the top 3 lights by providing a calculated fill to augment the lights. ** ************************************************************************************************/ void LightEnvironmentClass::Calculate_Fill_Light(void) diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/lightenvironment.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/lightenvironment.h index 437106e7feb..3f9b1fd17d6 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/lightenvironment.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/lightenvironment.h @@ -168,7 +168,7 @@ class LightEnvironmentClass InputLightStruct InputLights[MAX_LIGHTS]; // Sorted list of input lights from the greatest contributor to the least Vector3 OutputAmbient; // scene ambient + lights' ambients - OutputLightStruct OutputLights[MAX_LIGHTS]; // ouput lights + OutputLightStruct OutputLights[MAX_LIGHTS]; // output lights InputLightStruct FillLight; // Used to store the calculated fill light float FillIntensity; // Used to determine how strong the fill light should be diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mapper.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mapper.h index a22c3bb469c..314bfdd59db 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mapper.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mapper.h @@ -246,7 +246,7 @@ class RotateTextureMapperClass : public ScaleTextureMapperClass /* ** SineLinearOffsetTextureMapperClass -** Modifies the UV coodinates by a sine linear offset +** Modifies the UV coordinates by a sine linear offset */ class SineLinearOffsetTextureMapperClass : public ScaleTextureMapperClass { @@ -273,7 +273,7 @@ class SineLinearOffsetTextureMapperClass : public ScaleTextureMapperClass /* ** StepLinearOffsetTextureMapperClass -** Modifies the UV coodinates by a Step linear offset +** Modifies the UV coordinates by a Step linear offset */ class StepLinearOffsetTextureMapperClass : public ScaleTextureMapperClass { @@ -303,7 +303,7 @@ class StepLinearOffsetTextureMapperClass : public ScaleTextureMapperClass /* ** ZigZagLinearOffsetTextureMapperClass -** Modifies the UV coodinates by a ZigZag linear offset +** Modifies the UV coordinates by a ZigZag linear offset */ class ZigZagLinearOffsetTextureMapperClass : public ScaleTextureMapperClass { diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.h index d079a4f8815..a253f0fde55 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.h @@ -48,7 +48,7 @@ // Hector Yee 1/29/01 /** -** MatrixMapperClass. Does the chore of computing the u-v coorinates for +** MatrixMapperClass. Does the chore of computing the u-v coordinates for ** a projected texture. Note that this VP must be "baby-sat" by something ** external to ensure that its ViewToTexture transform is up-to-date. I ** use it in the TexProjectClass to implement projected textures. diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp index 4a11693f629..74d98d09a88 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp @@ -1274,7 +1274,7 @@ bool MeshClass::Cast_AABox(AABoxCollisionTestClass & boxtest) WWASSERT(Model); - // This function analyses the tranform to call optimized functions in certain cases + // This function analyses the transform to call optimized functions in certain cases bool hit = Model->Cast_World_Space_AABox(boxtest, Get_Transform()); if (hit) { @@ -1519,7 +1519,7 @@ void MeshClass::Update_Cached_Bounding_Volumes(void) const #endif // If we are camera-aligned or -oriented, we don't know which way we are facing at this point, - // so the box we return needs to contain the sphere. Otherewise do the normal computation. + // so the box we return needs to contain the sphere. Otherwise do the normal computation. if (Model->Get_Flag(MeshModelClass::ALIGNED) || Model->Get_Flag(MeshModelClass::ORIENTED)) { CachedBoundingBox.Center = CachedBoundingSphere.Center; CachedBoundingBox.Extent.Set(CachedBoundingSphere.Radius, CachedBoundingSphere.Radius, CachedBoundingSphere.Radius); diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.cpp index 6f9038a0c53..937774c325b 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.cpp @@ -832,7 +832,7 @@ void MeshBuilderClass::Compute_Vertex_Normals(void) } /* - ** Propogate the accumulated normals to all of the other verts which share them + ** Propagate the accumulated normals to all of the other verts which share them */ for (vertidx = 0; vertidx < VertCount; vertidx++) { int shadeindex = Verts[vertidx].ShadeIndex; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h index 8d64114a1f2..09c4896014c 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h @@ -227,7 +227,7 @@ class MeshBuilderClass void Compute_Tangent_Basis(); /* - ** World information managment. Used to give the mesh builder information + ** World information management. Used to give the mesh builder information ** about the world outside of its mesh. */ WorldInfoClass * Peek_World_Info(void) const { return WorldInfo; } diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.cpp index b292172206b..da539dbce76 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.cpp @@ -136,7 +136,7 @@ MeshModelClass & MeshModelClass::operator = (const MeshModelClass & that) clone_materials(that); - // DMS - using approriate deallocation method + // DMS - using appropriate deallocation method delete GapFiller; GapFiller=nullptr; @@ -590,7 +590,7 @@ WWASSERT(loc1==loc2 || loc1==loc3 || loc2==loc3); // ---------------------------------------------------------------------------- // -// Resize buffers to match the polygon count exatly. After this call no more +// Resize buffers to match the polygon count exactly. After this call no more // polygons can be added to the buffers. // // ---------------------------------------------------------------------------- diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h index 47b801a0fbe..d3eeb6e26f0 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h @@ -162,7 +162,7 @@ class MeshModelClass : public MeshGeometryClass ///////////////////////////////////////////////////////////////////////////////////// // Material interface, All of these functions call through to the current - // material decription. + // material description. ///////////////////////////////////////////////////////////////////////////////////// void Set_Pass_Count(int passes) { CurMatDesc->Set_Pass_Count(passes); } int Get_Pass_Count(void) const { return CurMatDesc->Get_Pass_Count(); } diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp index dd1e27c2938..45ff364772a 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp @@ -1008,7 +1008,7 @@ WW3DErrorType MeshModelClass::read_textures(ChunkLoadClass & cload,MeshLoadConte newtex != nullptr; newtex = ::Load_Texture (cload)) { - // Add this texture to our contex and release our local hold on it + // Add this texture to our context and release our local hold on it context->Add_Texture(newtex); newtex->Release_Ref(); } @@ -1499,7 +1499,7 @@ WW3DErrorType MeshModelClass::read_stage_texcoords(ChunkLoadClass & cload,MeshLo } /* - ** Read in the texture coordiantes + ** Read in the texture coordinates */ elementcount = cload.Cur_Chunk_Length() / sizeof (W3dTexCoordStruct); uvs = context->Get_Temporary_UV_Array(elementcount); @@ -1544,7 +1544,7 @@ WW3DErrorType MeshModelClass::read_per_face_texcoord_ids (ChunkLoadClass &cload, // } /* - ** Read in the texture coordiante indices + ** Read in the texture coordinate indices ** There must be polygon count vectors in this chunk. */ size = sizeof (Vector3i) * Get_Polygon_Count(); diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/motchan.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/motchan.cpp index 68401bfb05c..8a20304d274 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/motchan.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/motchan.cpp @@ -1039,7 +1039,7 @@ void AdaptiveDeltaMotionChannelClass::decompress(uint32 frame_idx, float *outdat void AdaptiveDeltaMotionChannelClass::decompress(uint32 src_idx, float *srcdata, uint32 frame_idx, float *outdata) { - // Contine decompressing from src_idx, up to frame_idx + // Continue decompressing from src_idx, up to frame_idx assert(src_idx < frame_idx); src_idx++; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp index 91a3c86c1ad..2e15a8a1a04 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp @@ -805,7 +805,7 @@ RenderObjClass * ParticleBufferClass::Clone(void) const int ParticleBufferClass::Get_Num_Polys(void) const { - // Currently in particle buffers, the cost happens to be equal to thwe polygon count. + // Currently in particle buffers, the cost happens to be equal to the polygon count. return (int)Get_Cost(); } @@ -1207,7 +1207,7 @@ void ParticleBufferClass::Scale(float scale) // The particle buffer never receives a Set_Transform/Position call, -// evem though its bounding volume changes. Since bounding volume +// even though its bounding volume changes. Since bounding volume // invalidations ordinarily occur when these functions are called, // the cached bounding volumes will not be invalidated unless we do // it elsewhere (such as here). We also need to call the particle @@ -2822,7 +2822,7 @@ void ParticleBufferClass::Get_New_Particles(void) prev_pos[NewEnd] = new_particle.Position; } - // upate the group id + // update the group id ids[NewEnd] = new_particle.GroupID; // Advance the 'end of new particles' index. diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h index 686cdd1f4f0..efec3928d23 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h @@ -113,7 +113,7 @@ class ParticleBufferClass : public RenderObjClass virtual void Scale(float scale); // The particle buffer never receives a Set_Transform/Position call, - // evem though its bounding volume changes. Since bounding volume + // even though its bounding volume changes. Since bounding volume // invalidations ordinarily occur when these functions are called, // the cached bounding volumes will not be invalidated unless we do // it elsewhere (such as here). We also need to call the particle @@ -262,7 +262,7 @@ class ParticleBufferClass : public RenderObjClass // Get new particles from the emitter and write them into the circular // particle buffer, possibly overwriting older particles. Perform - // partial-interval upddate on them as well. + // partial-interval update on them as well. void Get_New_Particles(void); // Kill all remaining particles which will be above their maxage at the @@ -273,7 +273,7 @@ class ParticleBufferClass : public RenderObjClass // last update. void Update_Non_New_Particles(unsigned int elapsed); - // Seperate circular buffer used by the emitter to pass new particles. + // Separate circular buffer used by the emitter to pass new particles. // It is implemented as an array, start and end indices and a count (to // differentiate between completely full and completely empty). NewParticleStruct * NewParticleQueue; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_ldr.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_ldr.cpp index 8090e59eed7..f50cdbd0c2f 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_ldr.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_ldr.cpp @@ -318,14 +318,14 @@ ParticleEmitterDefClass::Normalize_Filename (void) TCHAR path[MAX_PATH]; ::lstrcpy (path, m_Info.TextureFilename); - // Find the last occurance of the directory deliminator + // Find the last occurrence of the directory deliminator LPCTSTR filename = ::strrchr (path, '\\'); if (filename != nullptr) { // Increment past the directory deliminator filename ++; - // Now copy the filename protion of the path to the structure + // Now copy the filename portion of the path to the structure ::lstrcpy (m_Info.TextureFilename, filename); } diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp index e1a66b05f3a..6e013496503 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp @@ -53,7 +53,7 @@ * SimpleSceneClass::Render -- internal scene rendering function * * SimpleSceneClass::Render -- Render this scene * * SimpleSceneClass::Create_Iterator -- create an iterator for this scene * - * SimpleSceneClass::Destroy_Iterator -- destroy an iterater of this scene * + * SimpleSceneClass::Destroy_Iterator -- destroy an iterator of this scene * * SceneClass::Save -- saves scene settings into a chunk * * SceneClass::Load -- loads scene settings from a chunk * * SimpleSceneClass::Compute_Point_Visibility -- returns visibility of a point * @@ -657,7 +657,7 @@ SceneIterator * SimpleSceneClass::Create_Iterator(bool onlyvisible) /*********************************************************************************************** - * SimpleSceneClass::Destroy_Iterator -- destroy an iterater of this scene * + * SimpleSceneClass::Destroy_Iterator -- destroy an iterator of this scene * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h index 8706c8f4662..e3a3086dd9a 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h @@ -259,7 +259,7 @@ class VertexMaterialClass : public W3DMPO, public RefCountClass */ void Apply(void) const; /* - ** Apply the render states corresponding to a nullptr vetex material to D3D + ** Apply the render states corresponding to a nullptr vertex material to D3D */ static void Apply_Null(void); unsigned long Compute_CRC(void) const; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h index 6c21bf03522..81b441206b2 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h @@ -640,7 +640,7 @@ struct W3dRGBAStruct // MATERIALS // // Surrender 1.40 significantly changed the way that materials are described. To -// accomodate this, the w3d file format has changed since there are new features and +// accommodate this, the w3d file format has changed since there are new features and // optimizations that we want to take advangage of. // // The VertexMaterial defines parameters which control the calculation of the primary diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/ww3d.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/ww3d.cpp index 20584b9b571..d37825e0a30 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/ww3d.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/ww3d.cpp @@ -51,7 +51,7 @@ * WW3D::Render -- Render a 3D Scene using the given camera * * WW3D::Render -- Render a single render object * * WW3D::End_Render -- Mark the completion of a frame * - * WW3D::Sync -- Time sychronization * + * WW3D::Sync -- Time synchronization * * WW3D::Set_Ext_Swap_Interval -- Sets the swap interval the device should aim sync for. * * WW3D::Get_Ext_Swap_Interval -- Queries the swap interval the device is aiming sync for. * * WW3D::Get_Polygon_Mode -- returns the current rendering mode * @@ -488,7 +488,7 @@ void *WW3D::Get_Window( void ) } /*********************************************************************************************** - * WW3D::Is_Windowed -- returns wether we are currently in a windowed mode * + * WW3D::Is_Windowed -- returns whether we are currently in a windowed mode * * * * INPUT: * * * @@ -965,7 +965,7 @@ WW3DErrorType WW3D::Render(SceneClass * scene,CameraClass * cam,bool clear,bool } // Set the global ambient light value here. If the scene is using the LightEnvironment system - // this setting will get overriden. + // this setting will get overridden. DX8Wrapper::Set_Ambient(scene->Get_Ambient_Light()); // render the scene @@ -1167,7 +1167,7 @@ void WW3D::Update_Logic_Frame_Time(float milliseconds) /*********************************************************************************************** - * WW3D::Sync -- Time sychronization * + * WW3D::Sync -- Time synchronization * * * * INPUT: * * * @@ -1244,7 +1244,7 @@ void WW3D::Set_Collision_Box_Display_Mask(int mask) } /*********************************************************************************************** - * WW3D::Get_Collision_Box_Display_Mask -- returns the current display mask for collision boxe * + * WW3D::Get_Collision_Box_Display_Mask -- returns the current display mask for collision box * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/ww3d.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/ww3d.h index 5768f899fea..5499ef06228 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/ww3d.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/ww3d.h @@ -402,7 +402,7 @@ class WW3D // RenderObject on construction. The native screen size is the screen size // at which the object was designed to be viewed, and it is used in the // texture resizing algorithm (may be used in future for other things). - // If the default is overriden, it will usually be in the asset manager + // If the default is overridden, it will usually be in the asset manager // post-load callback. static float DefaultNativeScreenSize; diff --git a/GeneralsMD/Code/Main/WinMain.cpp b/GeneralsMD/Code/Main/WinMain.cpp index 651ceada335..c26688a081b 100644 --- a/GeneralsMD/Code/Main/WinMain.cpp +++ b/GeneralsMD/Code/Main/WinMain.cpp @@ -629,7 +629,7 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT message, } // Well, it was a nice idea, but we don't get a message for an ejection. -// (Really unforunate, actually.) I'm leaving this in in-case some one wants +// (Really unfortunate, actually.) I'm leaving this in in-case some one wants // to trap a different device change (for instance, removal of a mouse) - jkmcd #if 0 case WM_DEVICECHANGE: diff --git a/GeneralsMD/Code/Tools/GUIEdit/Include/EditWindow.h b/GeneralsMD/Code/Tools/GUIEdit/Include/EditWindow.h index e021fdc3f0e..4bf23d13661 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Include/EditWindow.h +++ b/GeneralsMD/Code/Tools/GUIEdit/Include/EditWindow.h @@ -91,7 +91,7 @@ class EditWindow void setDragMoveOrigin( ICoord2D *pos ); ///< for drag moving void setDragMoveDest( ICoord2D *pos ); ///< for drag moving - ICoord2D getDragMoveOrigin( void ); ///< for keybord moving + ICoord2D getDragMoveOrigin( void ); ///< for keyboard moving ICoord2D getDragMoveDest( void ); ///< for keyboard moving void notifyWindowDeleted( GameWindow *window ); ///< window has been deleted diff --git a/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEditDisplay.h b/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEditDisplay.h index 45356e4ee16..19f2f4803eb 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEditDisplay.h +++ b/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEditDisplay.h @@ -80,7 +80,7 @@ class GUIEditDisplay : public Display virtual void drawFillRect( Int startX, Int startY, Int width, Int height, UnsignedInt color ); - /// Draw a percentage of a rectange, much like a clock + /// Draw a percentage of a rectangle, much like a clock virtual void drawRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) { } virtual void drawRemainingRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) { } diff --git a/GeneralsMD/Code/Tools/GUIEdit/Include/HierarchyView.h b/GeneralsMD/Code/Tools/GUIEdit/Include/HierarchyView.h index 8b319ef4742..bbe9c0b0083 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Include/HierarchyView.h +++ b/GeneralsMD/Code/Tools/GUIEdit/Include/HierarchyView.h @@ -38,7 +38,7 @@ // // Created: Colin Day, July 2001 // -// Desc: Manipulation the widows heirarchy through the tree +// Desc: Manipulates the window's hierarchy through the tree // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/Tools/GUIEdit/Include/LayoutScheme.h b/GeneralsMD/Code/Tools/GUIEdit/Include/LayoutScheme.h index 747c588de07..b2f414c28c3 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Include/LayoutScheme.h +++ b/GeneralsMD/Code/Tools/GUIEdit/Include/LayoutScheme.h @@ -100,7 +100,7 @@ class LayoutScheme void setHiliteTextColor( Color c ); void setHiliteTextBorderColor( Color c ); - /** apply the image and color info stored in the state identifer tables + /** apply the image and color info stored in the state identifier tables used for "property editing" to all appropriate windows currently loaded in the editor */ void applyPropertyTablesToWindow( GameWindow *root ); diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/Dialog Procedures/CallbackEditor.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/Dialog Procedures/CallbackEditor.cpp index f4c2f73eb2f..8e31952351d 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/Dialog Procedures/CallbackEditor.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/Dialog Procedures/CallbackEditor.cpp @@ -39,7 +39,7 @@ // Created: Colin Day, Sepember 2001 // // Desc: A handy dandy little dialog to just edit the callbacks for -// user windows ... a super convient luxury at a bargain price! +// user windows ... a super convenient luxury at a bargain price! // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/Dialog Procedures/ListboxProperties.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/Dialog Procedures/ListboxProperties.cpp index 30fa3395608..5a96c39be6d 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/Dialog Procedures/ListboxProperties.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/Dialog Procedures/ListboxProperties.cpp @@ -217,7 +217,7 @@ static void addScrollbar( GameWindow *listbox ) } // removeScrollbar ============================================================ -/** Remove all scrollbar constructs froma listbox that has it already */ +/** Remove all scrollbar constructs from listbox that has it already */ //============================================================================= static void removeScrollbar( GameWindow *listbox ) { @@ -241,7 +241,7 @@ static void removeScrollbar( GameWindow *listbox ) } // resizeMaxItems ============================================================= -/** Change the max items that a listbox can accomodate */ +/** Change the max items that a listbox can accommodate */ //============================================================================= static void resizeMaxItems( GameWindow *listbox, UnsignedInt newMaxItems ) { diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/EditWindow.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/EditWindow.cpp index 27d1404f3b5..5616d54a06d 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/EditWindow.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/EditWindow.cpp @@ -562,7 +562,7 @@ void EditWindow::mouseEvent( UnsignedInt windowsMessage, mouse.x = x; mouse.y = y; - // for mouse move messges always update the status bar + // for mouse move messages always update the status bar if( windowsMessage == WM_MOUSEMOVE ) { char buffer[ 64 ]; diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp index dfd16627093..2f0622c1f6b 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp @@ -50,7 +50,7 @@ GUIEditWindowManager *TheGUIEditWindowManager = nullptr; ///< editor use only /////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- -/** Is the given widnow in the clipboard at the top level. NOTE that +/** Is the given window in the clipboard at the top level. NOTE that * children are NOT included in this search */ //------------------------------------------------------------------------------------------------- Bool GUIEditWindowManager::isWindowInClipboard( GameWindow *window, @@ -739,7 +739,7 @@ void GUIEditWindowManager::pasteClipboard( void ) // the first window that we added ... since we know they were added // at the head of the window list we can traverse from the first // window added to the head of the window list to access each new - // window we just pasted. As a convenience we will unselct anything + // window we just pasted. As a convenience we will unselect anything // selected and select all the windows we added // TheEditor->clearSelections(); @@ -762,7 +762,7 @@ void GUIEditWindowManager::pasteClipboard( void ) } //------------------------------------------------------------------------------------------------- -/** Convinience funtion to copy the Draw state info for a given instance */ +/** Convenience function to copy the Draw state info for a given instance */ //------------------------------------------------------------------------------------------------- void InstDrawCopy ( WinInstanceData *instData, WinInstanceData *sourceInstData) { @@ -779,7 +779,7 @@ void InstDrawCopy ( WinInstanceData *instData, WinInstanceData *sourceInstData) } //------------------------------------------------------------------------------------------------- -/** Duplciate a window and all its children */ +/** Duplicate a window and all its children */ //------------------------------------------------------------------------------------------------- GameWindow *GUIEditWindowManager::duplicateWindow( GameWindow *source, GameWindow *parent ) diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/HierarchyView.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/HierarchyView.cpp index f7e6a7980d8..f92649732dd 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/HierarchyView.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/HierarchyView.cpp @@ -38,7 +38,7 @@ // // Created: Colin Day, July 2001 // -// Desc: Manipulation the widows heirarchy through the tree +// Desc: Manipulation the widows hierarchy through the tree // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// @@ -174,7 +174,7 @@ LRESULT CALLBACK HierarchyView::dialogProc( HWND hWndDialog, UINT message, // // set this window as the drag target, we use it to draw visual - // feeback in the edit window + // feedback in the edit window // TheHierarchyView->setDragTarget( target ); @@ -536,7 +536,7 @@ LRESULT CALLBACK HierarchyView::dialogProc( HWND hWndDialog, UINT message, TheEditor->selectWindow( target ); TheEditor->setMode( MODE_DRAG_MOVE ); - // set the locatoin of the move to the window position for now + // set the location of the move to the window position for now ICoord2D pos; target->winGetScreenPosition( &pos.x, &pos.y ); TheEditWindow->setDragMoveDest( &pos ); @@ -717,7 +717,7 @@ void HierarchyView::addWindowToTree( GameWindow *window, } // - // add children if requested, but not on gadgets no matter what becuase + // add children if requested, but not on gadgets no matter what because // they are "atomic units", except for tab controls. // if( addChildren && TheEditor->windowIsGadget( window ) == FALSE || (window->winGetStyle() & GWS_TAB_CONTROL) ) @@ -1189,7 +1189,7 @@ void HierarchyView::moveWindowChildOf( GameWindow *window, GameWindow *parent ) if( window == nullptr ) return; - // remvoe the window from the hierarchy + // remove the window from the hierarchy removeWindow( window ); // if parent is nullptr we'll put at top of list diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/LayoutScheme.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/LayoutScheme.cpp index 754074ea2a1..eb20865d720 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/LayoutScheme.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/LayoutScheme.cpp @@ -433,7 +433,7 @@ static LRESULT CALLBACK layoutSchemeCallback( HWND hWndDialog, } // LayoutScheme::applyPropertyTablesToWindow ================================== -/** apply the image and color info stored in the state identifer tables +/** apply the image and color info stored in the state identifier tables used for "property editing" to all appropriate windows currently loaded in the editor */ //============================================================================= @@ -2173,7 +2173,7 @@ void LayoutScheme::openDialog( void ) ImageAndColorInfo *LayoutScheme::findEntry( StateIdentifier id ) { - // santiy + // sanity if( id < 0 || id >= NUM_STATE_IDENTIFIERS ) { diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/Save.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/Save.cpp index 93ed63a9ac7..9976e7ea723 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/Save.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/Save.cpp @@ -719,7 +719,7 @@ static Bool saveComboBoxData( GameWindow *window, FILE *fp, Int dataIndent ) sprintf( &buffer[ dataIndent ], " LETTERSANDNUMBERS: %d;\n", comboData->lettersAndNumbersOnly ); writeBufferToFile( fp, buffer ); - //Save teh dropDownButton draw data for the combo box + //Save the dropDownButton draw data for the combo box if( comboData->dropDownButton ) { @@ -1252,7 +1252,7 @@ Bool GUIEdit::saveData( char *filePathAndFilename, char *filename ) // save each of the windows in reverse order, when we load a layout // file in this reverse order, the original window order we presently // see in the editor will be recreated because windows loaded after - // other windows are placed on the top of the widnow stack + // other windows are placed on the top of the window stack // // go to end of window list diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/WinMain.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/WinMain.cpp index 68d90a2c2c3..493d5aecc4e 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/WinMain.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/WinMain.cpp @@ -203,7 +203,7 @@ Int APIENTRY WinMain(HINSTANCE hInstance, if( !initInstance( hInstance, nCmdShow ) ) return FALSE; - // load accellerator table + // load accelerator table hAccelTable = LoadAccelerators( hInstance, (LPCTSTR)GUIEDIT_ACCELERATORS ); // initialize the common controls @@ -766,7 +766,7 @@ LRESULT CALLBACK WndProc( HWND hWnd, UINT message, } // AboutCallback ============================================================== -/** Mesage handler for about box. */ +/** Message handler for about box. */ //============================================================================= LRESULT CALLBACK AboutCallback( HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam ) diff --git a/GeneralsMD/Code/Tools/ParticleEditor/StdAfx.h b/GeneralsMD/Code/Tools/ParticleEditor/StdAfx.h index 5f1176d1f6a..bd5d8643fe4 100644 --- a/GeneralsMD/Code/Tools/ParticleEditor/StdAfx.h +++ b/GeneralsMD/Code/Tools/ParticleEditor/StdAfx.h @@ -54,7 +54,7 @@ // I don't care that debug symbols are longer than 255, I won't read them anyways. #pragma warning (disable : 4786) -// Define IN and OUT. Use them for sementic emphasis. +// Define IN and OUT. Use them for semantic emphasis. #ifndef IN # define IN #endif diff --git a/GeneralsMD/Code/Tools/WorldBuilder/include/WBHeightMap.h b/GeneralsMD/Code/Tools/WorldBuilder/include/WBHeightMap.h index e521aff4b87..e3dba63db72 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/include/WBHeightMap.h +++ b/GeneralsMD/Code/Tools/WorldBuilder/include/WBHeightMap.h @@ -20,7 +20,7 @@ #include "W3DDevice/GameClient/FlatHeightMap.h" #include "W3DDevice/GameClient/HeightMap.h" -#define dont_USE_FLAT_HEIGHT_MAP // Use the origina height map for mission disk. jba. [4/15/2003] +#define dont_USE_FLAT_HEIGHT_MAP // Use the original height map for mission disk. jba. [4/15/2003] #ifdef USE_FLAT_HEIGHT_MAP class WBHeightMap : public FlatHeightMapRenderObjClass #else diff --git a/GeneralsMD/Code/Tools/WorldBuilder/include/WHeightMapEdit.h b/GeneralsMD/Code/Tools/WorldBuilder/include/WHeightMapEdit.h index 406d70d2bea..3f5a8f56645 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/include/WHeightMapEdit.h +++ b/GeneralsMD/Code/Tools/WorldBuilder/include/WHeightMapEdit.h @@ -137,8 +137,8 @@ class WorldHeightMapEdit : public WorldHeightMap void showTileStatusInfo(void); ///< pops up a dialog box with tile mem usage. - Bool selectDuplicates(void); ///< Selects any dupicate map objects. - Bool selectSimilar(void); ///< Selects any dupicate map objects. + Bool selectDuplicates(void); ///< Selects any duplicate map objects. + Bool selectSimilar(void); ///< Selects any duplicate map objects. Bool selectInvalidTeam(void); ///< Selects any objects with invalid teams. Bool resize(Int newXSize, Int newYSize, Int newHeight, Int newBorder, Bool anchorTop, Bool anchorBottom, diff --git a/GeneralsMD/Code/Tools/WorldBuilder/include/WorldBuilder.h b/GeneralsMD/Code/Tools/WorldBuilder/include/WorldBuilder.h index b57edef72d6..17db0268232 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/include/WorldBuilder.h +++ b/GeneralsMD/Code/Tools/WorldBuilder/include/WorldBuilder.h @@ -156,7 +156,7 @@ class CWorldBuilderApp : public CWinApp /// Set the tool that will be active. void setActiveTool(Tool *newTool); - /// Sets the current directry for file opens. + /// Sets the current directory for file opens. void setCurrentDirectory(AsciiString dir) {m_currentDirectory = dir;}; Tool *getCurTool() { return m_curTool; } diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/CUndoable.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/CUndoable.cpp index de89b87293c..34419e2272f 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/CUndoable.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/CUndoable.cpp @@ -1406,7 +1406,7 @@ void MultipleUndoable::Do(void) // -// Recursive function to help tranverse a singly-linked list in reverse order +// Recursive function to help traverse a singly-linked list in reverse order // static void undoHelper(Undoable * undoable) { diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/ContourOptions.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/ContourOptions.cpp index a93020a5c1f..63109221a7e 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/ContourOptions.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/ContourOptions.cpp @@ -30,7 +30,7 @@ Int ContourOptions::m_contourStep = 5; Int ContourOptions::m_contourOffset = 0; Int ContourOptions::m_contourWidth = 1; ///////////////////////////////////////////////////////////////////////////// -/// ContourOptions dialog trivial construstor - Create does the real work. +/// ContourOptions dialog trivial constructor - Create does the real work. ContourOptions::ContourOptions(CWnd* pParent /*=nullptr*/) @@ -108,7 +108,7 @@ BOOL ContourOptions::OnInitDialog() /// Handles slider ui messages. /** Gets the info, determines if it is the feather or width slider, - gets the new value, and updates the correspondig edit control + gets the new value, and updates the corresponding edit control and the brush tool. */ void ContourOptions::OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar) { diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/EditAction.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/EditAction.cpp index bf44491834d..e1e31053733 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/EditAction.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/EditAction.cpp @@ -333,7 +333,7 @@ BOOL EditAction::OnNotify(WPARAM wParam, LPARAM lParam, LRESULT* pResult) return TRUE; } - // Handle events from the rich edit control containg the action pieces. + // Handle events from the rich edit control containing the action pieces. if (LOWORD(wParam) == IDC_RICH_EDIT_HERE+1) { NMHDR *pHdr = (NMHDR *)lParam; if (pHdr->hwndFrom == m_myEditCtrl.m_hWnd) { diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/EditCondition.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/EditCondition.cpp index 85cd400fb28..4b3a320592e 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/EditCondition.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/EditCondition.cpp @@ -345,7 +345,7 @@ BOOL EditCondition::OnNotify(WPARAM wParam, LPARAM lParam, LRESULT* pResult) return TRUE; } - // Handle events from the rich edit control containg the condition pieces. + // Handle events from the rich edit control containing the condition pieces. if (LOWORD(wParam) == IDC_RICH_EDIT_HERE+1) { NMHDR *pHdr = (NMHDR *)lParam; if (pHdr->hwndFrom == m_myEditCtrl.m_hWnd) { diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/EditParameter.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/EditParameter.cpp index 74525f8911b..809e6d63685 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/EditParameter.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/EditParameter.cpp @@ -1309,7 +1309,7 @@ Bool EditParameter::loadFontNames(CComboBox *pCombo, AsciiString match) } // EditParameter::readFontFile ====================================================== -/** Read the font file defintitions and load them */ +/** Read the font file definitions and load them */ //============================================================================= void EditParameter::readFontFile( const char *filename ) { @@ -1332,7 +1332,7 @@ void EditParameter::readFontFile( const char *filename ) for( Int i = 0; i < fontCount; i++ ) { - // read all the font defitions + // read all the font definitions char fontBuffer[ 512 ]; Int size, bold; char c; diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/FeatherOptions.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/FeatherOptions.cpp index 09a269a9704..08755866b46 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/FeatherOptions.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/FeatherOptions.cpp @@ -31,7 +31,7 @@ Int FeatherOptions::m_currentFeather = 0; Int FeatherOptions::m_currentRate = 3; Int FeatherOptions::m_currentRadius = 1; ///////////////////////////////////////////////////////////////////////////// -/// FeatherOptions dialog trivial construstor - Create does the real work. +/// FeatherOptions dialog trivial constructor - Create does the real work. FeatherOptions::FeatherOptions(CWnd* pParent /*=nullptr*/) diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/GlobalLightOptions.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/GlobalLightOptions.cpp index 897d6326a62..0ca2889702c 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/GlobalLightOptions.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/GlobalLightOptions.cpp @@ -28,7 +28,7 @@ #include "wbview3d.h" ///////////////////////////////////////////////////////////////////////////// -/// GlobalLightOptions dialog trivial construstor - Create does the real work. +/// GlobalLightOptions dialog trivial constructor - Create does the real work. GlobalLightOptions::GlobalLightOptions(CWnd* pParent /*=nullptr*/) diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/LightOptions.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/LightOptions.cpp index ee3a6de20d4..2b7d1712552 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/LightOptions.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/LightOptions.cpp @@ -30,7 +30,7 @@ LightOptions *LightOptions::m_staticThis = nullptr; ///////////////////////////////////////////////////////////////////////////// -/// LightOptions dialog trivial construstor - Create does the real work. +/// LightOptions dialog trivial constructor - Create does the real work. LightOptions::LightOptions(CWnd* pParent /*=nullptr*/) diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/MoundOptions.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/MoundOptions.cpp index c996ece7d5e..63a05e0dde6 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/MoundOptions.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/MoundOptions.cpp @@ -31,7 +31,7 @@ Int MoundOptions::m_currentWidth = 0; Int MoundOptions::m_currentHeight = 0; Int MoundOptions::m_currentFeather = 0; ///////////////////////////////////////////////////////////////////////////// -/// MoundOptions dialog trivial construstor - Create does the real work. +/// MoundOptions dialog trivial constructor - Create does the real work. MoundOptions::MoundOptions(CWnd* pParent /*=nullptr*/) diff --git a/GeneralsMD/Code/Tools/WorldBuilder/src/WHeightMapEdit.cpp b/GeneralsMD/Code/Tools/WorldBuilder/src/WHeightMapEdit.cpp index c2a75804077..63bbb234491 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/src/WHeightMapEdit.cpp +++ b/GeneralsMD/Code/Tools/WorldBuilder/src/WHeightMapEdit.cpp @@ -266,7 +266,7 @@ WorldHeightMapEdit::WorldHeightMapEdit(ChunkInputStream *pStrm): for (i=0; i