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6 changes: 3 additions & 3 deletions Core/GameEngine/Include/GameClient/ParticleSys.h
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Expand Up @@ -655,7 +655,7 @@ class ParticleSystem : public MemoryPoolObject,
EmissionVolumeType getEmisionVolumeType() const { return m_emissionVolumeType; }
ParticlePriorityType getPriority() const { return m_priority; }

// Access to wind motoin
// Access to wind motion
Real getWindAngle( void ) { return m_windAngle; }
WindMotion getWindMotion( void ) { return m_windMotion; }

Expand Down Expand Up @@ -694,7 +694,7 @@ class ParticleSystem : public MemoryPoolObject,

UnsignedInt m_startTimestamp; ///< timestamp when this particle system was (re)started
UnsignedInt m_systemLifetimeLeft; ///< lifetime remaining for entire particle system
UnsignedInt m_personalityStore; ///< increments each time it is aggigned to each new particle
UnsignedInt m_personalityStore; ///< increments each time it is assigned to each new particle
///< so that each particle gets an ever greater number

Real m_accumulatedSizeBonus; ///< For a system that wants to make particles start bigger and bigger. StartSizeRate
Expand Down Expand Up @@ -804,7 +804,7 @@ class ParticleSystemManager : public SubsystemInterface,

virtual void preloadAssets( TimeOfDay timeOfDay );

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

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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/Common/Energy.h
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Expand Up @@ -44,7 +44,7 @@

#pragma once

// INLCUDES /////////////////////////////////////////////////////////////////////////////////////
// INCLUDES /////////////////////////////////////////////////////////////////////////////////////
#include "Common/Snapshot.h"

// ----------------------------------------------------------------------------------------------
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/Common/FunctionLexicon.h
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Expand Up @@ -89,7 +89,7 @@ class FunctionLexicon : public SubsystemInterface
// mapping of a symbol to a function address. However, when compiling
// in release, functions that have the same arguments and the same
// body (mainly empty stub functions) get optimized to the
// SAME ADDRESS. That destroyes our 1 to 1 mapping so it is something
// SAME ADDRESS. That destroys our 1 to 1 mapping so it is something
// that we must avoid
//
// translate a function pointer to its symbolic name
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/Common/GameStateMap.h
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Expand Up @@ -29,7 +29,7 @@

#pragma once

// INLCUDES ///////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "Common/Snapshot.h"
#include "Common/SubsystemInterface.h"

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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/Common/StatsCollector.h
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Expand Up @@ -68,7 +68,7 @@ class StatsCollector
StatsCollector( void );
~StatsCollector( void );

void reset( void ); ///< Reset's all values and writes the file header
void reset( void ); ///< Resets all values and writes the file header

void collectMsgStats( const GameMessage *msg ); ///< collects Msg Stats if
void collectUnitCountStats( void ); ///< cycle through all units and takes count
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/Common/Thing.h
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Expand Up @@ -145,7 +145,7 @@ class Thing : public MemoryPoolObject

protected:

// Virtual method since objects can be on bridges and need to calculate heigh above terrain differently.
// Virtual method since objects can be on bridges and need to calculate height above terrain differently.
virtual Real calculateHeightAboveTerrain(void) const; // Calculates the actual height above terrain. Doesn't use cache.

virtual Object *asObjectMeth() { return nullptr; }
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameClient/CommandXlat.h
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Expand Up @@ -50,7 +50,7 @@ class CommandTranslator : public GameMessageTranslator
Int m_objective;
Bool m_teamExists; ///< is there a currently selected "team"?

// these are for determining if a drag occurred or it wasjust a sloppy click
// these are for determining if a drag occurred or it was just a sloppy click
ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start
ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end
UnsignedInt m_mouseRightDown; // when the mouse down happened
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameClient/ControlBar.h
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Expand Up @@ -805,7 +805,7 @@ class ControlBar : public SubsystemInterface
/// post process step, after all commands and command sets are loaded
void postProcessCommands( void );

// the following methods are for resetting data for vaious contexts
// the following methods are for resetting data for various contexts
void resetCommonCommandData( void ); /// reset shared command data
void resetContainData( void ); /// reset container data we use to tie controls to objects IDs for containment
void resetBuildQueueData( void ); /// reset the build queue data we use to die queue entires to control
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Expand Up @@ -81,7 +81,7 @@ class ControlBarSchemeImage
ICoord2D m_size; ///< the size of the image needed when we draw it
Image *m_image; ///< the actual pointer to the mapped image

// m_layer is where the image will get drawn, everything in layer 0-2 gets drawn during the forground draw
// m_layer is where the image will get drawn, everything in layer 0-2 gets drawn during the foreground draw
// the layers 3-5 gets drawn during the background draw
Int m_layer; //layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
};
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameClient/Display.h
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Expand Up @@ -133,7 +133,7 @@ class Display : public SubsystemInterface
virtual void drawFillRect( Int startX, Int startY, Int width, Int height,
UnsignedInt color ) = 0;

/// 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) = 0;
virtual void drawRemainingRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) = 0;

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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameClient/Gadget.h
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Expand Up @@ -121,7 +121,7 @@ enum
GWS_PROGRESS_BAR,
};

// Gadget paramaters
// Gadget parameters
enum
{

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Expand Up @@ -72,7 +72,7 @@ extern void *GadgetComboBoxGetItemData( GameWindow *comboBox, Int index );
extern Int GadgetComboBoxGetLength( GameWindow *comboBox );

extern void GadgetComboBoxHideList( GameWindow *comboBox );
// Functions that set the ComboBoxData Paramaters
// Functions that set the ComboBoxData Parameters
extern void GadgetComboBoxSetAsciiOnly(GameWindow *comboBox, Bool isAsciiOnly );
extern void GadgetComboBoxSetLettersAndNumbersOnly(GameWindow *comboBox, Bool isLettersAndNumbersOnly );
extern void GadgetComboBoxSetMaxChars( GameWindow *comboBox, Int maxChars );
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14 changes: 7 additions & 7 deletions Generals/Code/GameEngine/Include/GameClient/GameWindow.h
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Expand Up @@ -127,9 +127,9 @@ enum GameWindowMessage CPP_11(: Int)
GWM_MOUSE_ENTERING, GWM_MOUSE_LEAVING,
GWM_WHEEL_UP, GWM_WHEEL_DOWN,
GWM_CHAR, GWM_SCRIPT_CREATE,
// note that GWM_MOUSE_POS is only actually propogated to windows if the static
// note that GWM_MOUSE_POS is only actually propagated to windows if the static
// sendMousePosMessages is set to true in the window manager file. See the
// comment on the static declaration for addtional info
// comment on the static declaration for additional info
GWM_INPUT_FOCUS, GWM_MOUSE_POS,
GWM_IME_CHAR, GWM_IME_STRING

Expand Down Expand Up @@ -220,7 +220,7 @@ struct GameWindowEditData

// GameWindow -----------------------------------------------------------------
/** Class definition for a game window. These are the basic elements of the
* whole windowing sytem, all windows are GameWindows, as are all GUI controls
* whole windowing system, all windows are GameWindows, as are all GUI controls
* etc. */
//-----------------------------------------------------------------------------
class GameWindow : public MemoryPoolObject
Expand Down Expand Up @@ -324,7 +324,7 @@ friend class GameWindowManager;
virtual void *winGetUserData( void ); ///< get the window user data
void winSetUserData( void *userData ); ///< set the user data

// heirarchy methods
// hierarchy methods
Int winSetParent( GameWindow *parent ); ///< set parent
GameWindow *winGetParent( void ); ///< get parent
Bool winIsChild( GameWindow *child ); ///< verifies parent
Expand Down Expand Up @@ -357,11 +357,11 @@ friend class GameWindowManager;
Bool winPointInWindow( Int x, Int y ); /**is point inside this window?
also return TRUE if point is in
a child */
/** given a piont, return the child window which contains the mouse pointer,
if the point is not in a chilc, the function returns the 'window' paramater
/** given a point, return the child window which contains the mouse pointer,
if the point is not in a child, the function returns the 'window' parameter
back to the caller */
GameWindow *winPointInChild( Int x, Int y, Bool ignoreEnableCheck = FALSE, Bool playDisabledSound = FALSE );
/** finds the child which contains the mouse pointer - reguardless of
/** finds the child which contains the mouse pointer - regardless of
the enabled status of the child */
GameWindow *winPointInAnyChild( Int x, Int y, Bool ignoreHidden, Bool ignoreEnableCheck = FALSE );

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Expand Up @@ -217,7 +217,7 @@ friend class GameWindow;
virtual Int winDestroyAll( void ); ///< destroy all windows in the system
virtual GameWindow *winGetWindowList( void ); ///< get head of master list

/// hide all windows in a certain range of id's (inclusinve );
/// hide all windows in a certain range of id's (inclusive );
virtual void hideWindowsInRange( GameWindow *baseWindow, Int first, Int last,
Bool hideFlag );
/// enable all windows in a range of id's (inclusive)
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameClient/Image.h
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Expand Up @@ -68,7 +68,7 @@ MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( Image, "Image" );
public:

Image( void );
// virtual desctructor defined by memory pool object
// virtual destructor defined by memory pool object

void setName( AsciiString name ); ///< set image name
AsciiString getName( void ) const; ///< return name
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Expand Up @@ -41,7 +41,7 @@
// purpose: If a new animation is wanted to be added for the windows, All you
// have to do is create a new class derived from ProcessAnimateWindow.
// Then setup each of the virtual classes to process an AnimateWindow
// class. The Update adn reverse functions get called every frame
// class. The Update and reverse functions get called every frame
// by the shell and will continue to process the AdminWin until the
// isFinished flag on the adminWin is set to true.
//
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameLogic/GameLogic.h
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Expand Up @@ -103,7 +103,7 @@ class GameLogic : public SubsystemInterface, public Snapshot
GameLogic( void );
virtual ~GameLogic();

// subsytem methods
// subsystem methods
virtual void init( void ); ///< Initialize or re-initialize the instance
virtual void reset( void ); ///< Reset the logic system
virtual void update( void ); ///< update the world
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameLogic/Module/DamDie.h
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Expand Up @@ -56,7 +56,7 @@ class DamDie : public DieModule
public:

DamDie( Thing *thing, const ModuleData* moduleData );
// virtual destructor prorotype provided by MemoryPoolObject
// virtual destructor prototype provided by MemoryPoolObject

virtual void onDie( const DamageInfo *damageInfo );

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Expand Up @@ -76,7 +76,7 @@ class DefaultProductionExitUpdate : public UpdateModule, public ExitInterface
DefaultProductionExitUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration

// Required funcs to fufill interface requirements
// Required funcs to fulfill interface requirements
virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check.
virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ) { return DOOR_1; }
virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor );
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Expand Up @@ -111,7 +111,7 @@ class DynamicShroudClearingRangeUpdate : public UpdateModule
UnsignedInt m_sustainDeadline;
UnsignedInt m_shrinkStartDeadline;
UnsignedInt m_doneForeverFrame; ///< Just in case interval and state timing goes awry
///< This supercedes and makes us quit
///< This supersedes and makes us quit


UnsignedInt m_changeIntervalCountdown;///< How long till I change my vision range again
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Expand Up @@ -112,7 +112,7 @@ class FireWeaponWhenDamagedBehavior : public UpdateModule,
FireWeaponWhenDamagedBehavior( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration

// module methids
// module methods
static Int getInterfaceMask() { return UpdateModule::getInterfaceMask() | (MODULEINTERFACE_UPGRADE) | (MODULEINTERFACE_DAMAGE); }

// BehaviorModule
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Expand Up @@ -24,7 +24,7 @@

// FILE: FloatUpdate.h ////////////////////////////////////////////////////////////////////////////
// Author: Colin Day, May 2002
// Desc: Floting on water update
// Desc: Floating on water update
///////////////////////////////////////////////////////////////////////////////////////////////////

#pragma once
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Expand Up @@ -24,7 +24,7 @@

// FILE: ObjectDefectionHelper.h //////////////////////////////////////////////////////////////////
// Author: Steven Johnson, Colin Day - September 202
// Desc: Object helpder - defection
// Desc: Object helper - defection
///////////////////////////////////////////////////////////////////////////////////////////////////

#pragma once
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Expand Up @@ -24,7 +24,7 @@

// FILE: ObjectHelper.h ///////////////////////////////////////////////////////////////////////////
// Author: Steven Johnson, Colin Day - September 202
// Desc: Object helpder
// Desc: Object helper
///////////////////////////////////////////////////////////////////////////////////////////////////

#pragma once
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Expand Up @@ -24,7 +24,7 @@

// FILE: ObjectSMCHelper.h ////////////////////////////////////////////////////////////////////////
// Author: Steven Johnson, Colin Day - September 202
// Desc: Object helpder - SMC
// Desc: Object helper - SMC
///////////////////////////////////////////////////////////////////////////////////////////////////

#pragma once
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Expand Up @@ -24,7 +24,7 @@

// FILE: ObjectWeaponStatusHelper.h ///////////////////////////////////////////////////////////////
// Author: Steven Johnson, Colin Day - September 202
// Desc: Object helpder - WeaponStatus
// Desc: Object helper - WeaponStatus
///////////////////////////////////////////////////////////////////////////////////////////////////

#pragma once
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Expand Up @@ -95,7 +95,7 @@ class OverlordContain : public TransportContain
virtual Bool getContainerPipsToShow(Int& numTotal, Int& numFull);

private:
/**< An empty overlord is a conatiner, but a full one redirects calls to its passengers. If this returns nullptr,
/**< An empty overlord is a container, but a full one redirects calls to its passengers. If this returns null,
we are either empty or carrying a non container.
*/
ContainModuleInterface *getRedirectedContain() const; ///< And this gets what are redirecting to.
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Expand Up @@ -34,7 +34,7 @@
#include "GameLogic/Module/DieModule.h"
#include "GameLogic/Module/UpdateModule.h"

// FORWARD REFERNCES //////////////////////////////////////////////////////////////////////////////
// FORWARD REFERENCES //////////////////////////////////////////////////////////////////////////////
class ProductionEntry;
class ThingTemplate;
class UpgradeTemplate;
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Expand Up @@ -85,7 +85,7 @@ class QueueProductionExitUpdate : public UpdateModule, public ExitInterface
QueueProductionExitUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration

// Required funcs to fufill interface requirements
// Required funcs to fulfill interface requirements
virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check.
virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject );
virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor );
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Expand Up @@ -73,7 +73,7 @@ class SpawnPointProductionExitUpdate : public UpdateModule, public ExitInterface
SpawnPointProductionExitUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration

// Required funcs to fufill interface requirements
// Required funcs to fulfill interface requirements
virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check.
virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject );
virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor );
Expand All @@ -91,7 +91,7 @@ class SpawnPointProductionExitUpdate : public UpdateModule, public ExitInterface
Real m_worldAngleSpawnPoints[MAX_SPAWN_POINTS]; ///< And what direction they should face
ObjectID m_spawnPointOccupier[MAX_SPAWN_POINTS]; ///< Who I think is in each spot. I can validate their existence to see if I am free to exit something.

// Required func to fufill Module requirement
// Required func to fulfill Module requirement

private:
void initializeBonePositions(); ///< Look up the bone positions and store them in world space coords
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Expand Up @@ -74,7 +74,7 @@ class SupplyCenterProductionExitUpdate : public UpdateModule, public ExitInterfa
SupplyCenterProductionExitUpdate( Thing *thing, const ModuleData* moduleData );
// virtual destructor prototype provided by memory pool declaration

// Required funcs to fufill interface requirements
// Required funcs to fulfill interface requirements
virtual Bool isExitBusy() const {return FALSE;} ///< Contain style exiters are getting the ability to space out exits, so ask this before reserveDoor as a kind of no-commitment check.
virtual ExitDoorType reserveDoorForExit( const ThingTemplate* objType, Object *specificObject ) { return DOOR_1; }
virtual void exitObjectViaDoor( Object *newObj, ExitDoorType exitDoor );
Expand All @@ -93,7 +93,7 @@ class SupplyCenterProductionExitUpdate : public UpdateModule, public ExitInterfa
Coord3D m_rallyPoint; ///< Where units should move to after they have reached the "natural" rally point
Bool m_rallyPointExists; ///< Only move to the rally point if this is true

// Required func to fufill Module requirement
// Required func to fulfill Module requirement
};

inline void SupplyCenterProductionExitUpdate::setRallyPoint( const Coord3D *pos )
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Expand Up @@ -1304,7 +1304,7 @@ class PartitionManager : public SubsystemInterface, public Snapshot
const PartitionCell *getCellAt(Int x, Int y) const;

/// A convenience function to reveal shroud at some location
// Queueing does not give you control of the timestamp to enforce the queue. I own the delay, you don't.
// Queuing does not give you control of the timestamp to enforce the queue. I own the delay, you don't.
void doShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask);
void undoShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask);
void queueUndoShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask );
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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/GameLogic/Scripts.h
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Expand Up @@ -838,7 +838,7 @@ extern const char* const TheObjectFlagsNames[];
ConditionTemplates created in ScriptEngine::init.
// SPECIAL NOTE ABOUT Skirmish Scripts: Please note that ALL Skirmish conditions should first pass a pSkirmishPlayerParm to
// prevet the necessity of having to write additional scripts for other players / skirmish types later.
// prevent the necessity of having to write additional scripts for other players / skirmish types later.
*/

class Condition : public MemoryPoolObject // This is the conditional class.
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