diff --git a/Core/GameEngine/Include/Common/AudioEventRTS.h b/Core/GameEngine/Include/Common/AudioEventRTS.h index db321655fb6..2dabfe8646d 100644 --- a/Core/GameEngine/Include/Common/AudioEventRTS.h +++ b/Core/GameEngine/Include/Common/AudioEventRTS.h @@ -152,7 +152,7 @@ class AudioEventRTS const Coord3D *getCurrentPosition( void ); // This will return the directory leading up to the appropriate type, including the trailing '\\' - // If localized is true, we'll append a language specifc directory to the end of the path. + // If localized is true, we'll append a language specific directory to the end of the path. AsciiString generateFilenamePrefix( AudioType audioTypeToPlay, Bool localized ); AsciiString generateFilenameExtension( AudioType audioTypeToPlay ); protected: @@ -170,8 +170,8 @@ class AudioEventRTS AsciiString m_attackName; ///< This is the filename that should be used during the attack. AsciiString m_decayName; ///< This is the filename that should be used during the decay. - AudioPriority m_priority; ///< This should be the priority as given by the event info, or the overrided priority. - Real m_volume; ///< This is the override for the volume. It will either be the normal + AudioPriority m_priority; ///< This should be the priority as given by the event info, or the overridden priority. + Real m_volume; ///< This is the override for the volume. It will either be the normal volume or an overridden value. TimeOfDay m_timeOfDay; ///< This should be the current Time Of Day. Coord3D m_positionOfAudio; ///< Position of the sound if no further positional updates are necessary diff --git a/Core/GameEngine/Include/Common/Xfer.h b/Core/GameEngine/Include/Common/Xfer.h index f9c82288007..db5b58a4073 100644 --- a/Core/GameEngine/Include/Common/Xfer.h +++ b/Core/GameEngine/Include/Common/Xfer.h @@ -180,7 +180,7 @@ class Xfer protected: - // this is the actual xfer impelmentation that each derived class should implement + // this is the actual xfer implementation that each derived class should implement virtual void xferImplementation( void *data, Int dataSize ) = 0; UnsignedInt m_options; ///< xfer options diff --git a/Core/GameEngine/Include/GameClient/ParticleSys.h b/Core/GameEngine/Include/GameClient/ParticleSys.h index b15e1f6c390..675d8f63394 100644 --- a/Core/GameEngine/Include/GameClient/ParticleSys.h +++ b/Core/GameEngine/Include/GameClient/ParticleSys.h @@ -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; } @@ -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 @@ -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 ); diff --git a/Core/GameEngine/Include/GameClient/TerrainVisual.h b/Core/GameEngine/Include/GameClient/TerrainVisual.h index d7ea15b5a5b..c1eaa434bd5 100644 --- a/Core/GameEngine/Include/GameClient/TerrainVisual.h +++ b/Core/GameEngine/Include/GameClient/TerrainVisual.h @@ -229,7 +229,7 @@ class TerrainVisual : public Snapshot, virtual void enableWaterGrid( Bool enable ) = 0; /// set min/max height values allowed in water grid pointed to by waterTable virtual void setWaterGridHeightClamps( const WaterHandle *waterTable, Real minZ, Real maxZ ) = 0; - /// adjust fallof parameters for grid change method + /// adjust falloff parameters for grid change method virtual void setWaterAttenuationFactors( const WaterHandle *waterTable, Real a, Real b, Real c, Real range ) = 0; /// set the water table position and orientation in world space virtual void setWaterTransform( const WaterHandle *waterTable, Real angle, Real x, Real y, Real z ) = 0; diff --git a/Core/GameEngine/Include/GameNetwork/GameInfo.h b/Core/GameEngine/Include/GameNetwork/GameInfo.h index 79831cd16f6..b51b6ae7ff0 100644 --- a/Core/GameEngine/Include/GameNetwork/GameInfo.h +++ b/Core/GameEngine/Include/GameNetwork/GameInfo.h @@ -147,7 +147,7 @@ class GameSlot /** * GameInfo class - maintains information about the game setup and - * the contents of its slot list hroughout the game. + * the contents of its slot list throughout the game. */ class GameInfo { diff --git a/Core/GameEngine/Include/GameNetwork/LANGameInfo.h b/Core/GameEngine/Include/GameNetwork/LANGameInfo.h index 33d7a77d615..c22696cf4c8 100644 --- a/Core/GameEngine/Include/GameNetwork/LANGameInfo.h +++ b/Core/GameEngine/Include/GameNetwork/LANGameInfo.h @@ -97,7 +97,7 @@ class LANGameInfo : public GameInfo void setName( UnicodeString name ) { m_gameName = name; } ///< Set the Name of the Game UnicodeString getName( void ) { return m_gameName; } ///< Get the Name of the Game - // Convinience functions that interface with the LANPlayer held in the slot list + // Convenience functions that interface with the LANPlayer held in the slot list virtual void resetAccepted(void); ///< Reset the accepted flag on all players Bool amIHost( void ); ///< Convenience function - is the local player the game host? diff --git a/Core/GameEngine/Source/Common/Audio/GameSounds.cpp b/Core/GameEngine/Source/Common/Audio/GameSounds.cpp index f398941ab38..0bcc198b4b1 100644 --- a/Core/GameEngine/Source/Common/Audio/GameSounds.cpp +++ b/Core/GameEngine/Source/Common/Audio/GameSounds.cpp @@ -206,7 +206,7 @@ Bool SoundManager::canPlayNow( AudioEventRTS *event ) // 1) Are we muted because we're beyond our maximum distance? // 2) Are we shrouded and this is a shroud sound? // 3) Are we violating our voice count or are we playing above the limit? (If so, stop now) - // 4) is there an avaiable channel open? + // 4) is there an available channel open? // 5) if not, then determine if there is anything of lower priority that we can kill // 6) if not, are we an interrupt-sound type? // if so, are there any sounds of our type playing right now that we can interrupt? diff --git a/Core/GameEngine/Source/Common/System/XferLoad.cpp b/Core/GameEngine/Source/Common/System/XferLoad.cpp index 8db6b24eb71..e8f8484f2a5 100644 --- a/Core/GameEngine/Source/Common/System/XferLoad.cpp +++ b/Core/GameEngine/Source/Common/System/XferLoad.cpp @@ -24,7 +24,7 @@ // FILE: XferLoad.cpp ///////////////////////////////////////////////////////////////////////////// // Author: Colin Day, February 2002 -// Desc: Xfer implemenation for loading from disk +// Desc: Xfer implementation for loading from disk /////////////////////////////////////////////////////////////////////////////////////////////////// // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// diff --git a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h index 56f80c570e6..b703ef0a1ba 100644 --- a/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h +++ b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DTerrainVisual.h @@ -39,7 +39,7 @@ class BaseHeightMapRenderObjClass; class WorldHeightMap; //------------------------------------------------------------------------------------------------- -/** W3D impelmentation of visual terrain details singleton */ +/** W3D implementation of visual terrain details singleton */ //------------------------------------------------------------------------------------------------- class W3DTerrainVisual : public TerrainVisual { diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp index a8cb0a1f8ec..8b619816a09 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp @@ -2170,7 +2170,7 @@ void HeightMapRenderObjClass::renderTerrainPass(CameraClass *pCamera) //============================================================================= // HeightMapRenderObjClass::renderExtraBlendTiles //============================================================================= -/** Renders an additoinal terrain pass including only those tiles which have more than 2 textures +/** Renders an additional terrain pass including only those tiles which have more than 2 textures blended together. Used primarily for corner cases where 3 different textures meet.*/ void HeightMapRenderObjClass::renderExtraBlendTiles(void) { diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp index 94c9331c4d7..9cf5fa5b9aa 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp @@ -2870,7 +2870,7 @@ IDirect3DTexture8 *W3DShaderManager::endRenderToTexture(void) DEBUG_ASSERTCRASH(hr==S_OK, ("Set target failed unexpectedly.")); if (hr == S_OK) { - //assume render target texure will be in stage 0. Most hardware has "conditional" support for + //assume render target texture will be in stage 0. Most hardware has "conditional" support for //non-power-of-2 textures so we must force some required states: DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h index 71a5c97e747..da32cf9773a 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGadget.h @@ -38,7 +38,7 @@ // // Created: Colin Day, June 2001 // -// Desc: Implemtation details for various gadgets as they pertain to +// Desc: Implementation details for various gadgets as they pertain to // W3D will go here // //----------------------------------------------------------------------------- diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h index b72d30f9d6b..46a7cb3cc59 100644 --- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h +++ b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h @@ -38,7 +38,7 @@ // // Created: Colin Day, June 2001 // -// Desc: W3D implemenations for the game windowing system +// Desc: W3D implementations for the game windowing system // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// @@ -56,7 +56,7 @@ // TYPE DEFINES /////////////////////////////////////////////////////////////// // W3DGameWindow -------------------------------------------------------------- -/** W3D implemenation for a game window */ +/** W3D implementation for a game window */ // ---------------------------------------------------------------------------- class W3DGameWindow : public GameWindow { diff --git a/Generals/Code/GameEngineDevice/Include/Win32Device/GameClient/Win32DIMouse.h b/Generals/Code/GameEngineDevice/Include/Win32Device/GameClient/Win32DIMouse.h index a0c531ff772..529d433daa0 100644 --- a/Generals/Code/GameEngineDevice/Include/Win32Device/GameClient/Win32DIMouse.h +++ b/Generals/Code/GameEngineDevice/Include/Win32Device/GameClient/Win32DIMouse.h @@ -82,7 +82,7 @@ class DirectInputMouse : public Mouse /// device implementation to get mouse event virtual UnsignedByte getMouseEvent( MouseIO *result, Bool flush ); - // new internal methods for our direct input implemetation + // new internal methods for our direct input implementation void openMouse( void ); ///< create the direct input mouse void closeMouse( void ); ///< close and release mouse resources /// map direct input mouse data to our own format diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp index 7afabdada40..16a46f0c8a1 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp @@ -4062,7 +4062,7 @@ void W3DModelDraw::xfer( Xfer *xfer ) else { - // the vector must be emtpy + // the vector must be empty m_subObjectVec.clear(); // read each data item diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp index cf736e2b920..f7116e239e7 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp @@ -793,7 +793,7 @@ PolyNeighbor *W3DShadowGeometryMesh::GetPolyNeighbor( Int polyIndex ) // 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 ) @@ -2321,7 +2321,7 @@ void W3DVolumetricShadow::buildSilhouette(Int meshIndex, Vector3 *lightPosObject // // ignore neighbors that are marked as processed as those - // onces have already detected edges if present + // ones have already detected edges if present // if( BitIsSet( otherNeighbor->status, POLY_PROCESSED ) ) continue; // for j @@ -3380,7 +3380,7 @@ void W3DVolumetricShadowManager::renderShadows( Bool forceStencilFill ) shadowDynamicTask=m_dynamicShadowVolumesToRender; while (shadowDynamicTask != shadowDynamicTasksStart) { //update() added a dynamic shadow - //dynamic shadow columes don't need to wait in queue since they + //dynamic shadow columns don't need to wait in queue since they //all use the same vertex buffer. Flush them ASAP. shadow->RenderVolume(shadowDynamicTask->m_meshIndex,shadowDynamicTask->m_lightIndex); //move to next dynamic task diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp index 775f8b1829b..950bec349eb 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp @@ -724,7 +724,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj( return rendobj; } - // create a new one based on exisiting prototype + // create a new one based on existing prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); @@ -1330,7 +1330,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj(const char * name,float scal } // create a new one based on - // exisiting prototype + // existing prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp index 41f1fe51bec..69a5611878c 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DDisplayString.cpp +++ b/Generals/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/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp index be3efb0db2a..2512389a917 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DGameClient.cpp +++ b/Generals/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/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index 25b40d5ad5c..7ee191cfdae 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/Generals/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 ) { @@ -503,7 +503,7 @@ void W3DInGameUI::drawMoveHints( View *view ) } - // asign render objects to GUI data + // assign render objects to GUI data m_moveHintRenderObj[ i ] = hint; // note that 'anim' is returned from Get_HAnim with an AddRef, so we don't need to addref it again. diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp index 5b5d7901cd1..2d39c14e1f0 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DScene.cpp @@ -1236,7 +1236,7 @@ void renderStenciledPlayerColor( UnsignedInt color, UnsignedInt stencilRef, Bool DWORD oldColorWriteEnable=0x12345678; if (clear) { - //we want to clear the stencil buffer to some known value whereever a player index is stored + //we want to clear the stencil buffer to some known value wherever a player index is stored Int occludedMask=TheW3DShadowManager->getStencilShadowMask(); DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILREF, 0x80808080 ); DX8Wrapper::Set_DX8_Render_State(D3DRS_STENCILMASK, occludedMask ); //isolate bits containing occluder|playerIndex diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp index 7332c3c7d3b..3b823c90c81 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3dWaypointBuffer.cpp @@ -154,7 +154,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if( TheInGameUI && 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()); @@ -207,7 +207,7 @@ void W3DWaypointBuffer::drawWaypoints(RenderInfoClass &rinfo) if (TheInGameUI) { //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()); @@ -374,7 +374,7 @@ 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/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp index 736dc2b2b08..fa46b30411f 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DGhostObject.cpp @@ -1209,7 +1209,7 @@ 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/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp index 04284ef67a0..f48dabed885 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameLogic/W3DTerrainLogic.cpp +++ b/Generals/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/Generals/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp b/Generals/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp index eb80ceef6ff..a4e10b857b2 100644 --- a/Generals/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp +++ b/Generals/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp @@ -330,7 +330,7 @@ DirectInputMouse::DirectInputMouse( void ) DirectInputMouse::~DirectInputMouse( void ) { - // relase all mouse resources + // release all mouse resources closeMouse(); // ShowCursor( TRUE ); @@ -411,7 +411,7 @@ void DirectInputMouse::setMouseLimits( void ) Mouse::setMouseLimits(); // - // when runing windowed we want to keep the mouse within the game + // when running windowed we want to keep the mouse within the game // window cause it's annoying to mouse out of the window and click // on a background window. // diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h index 2ef2495017d..abc7d2e8847 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/boxrobj.h +++ b/Generals/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/Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h index c56f3df5f19..ff1ee9eb466 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/camera.h +++ b/Generals/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/Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp index bb19bf8df48..79403e6ec75 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dazzle.cpp @@ -878,7 +878,7 @@ 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. diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp index 0e20057d1f8..b7ee4aa3c63 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.cpp @@ -3146,7 +3146,7 @@ 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/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h index 424474eadfc..ba41d6adf91 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8wrapper.h @@ -492,7 +492,7 @@ 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); diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp index c79c159e47c..2b8ad39034c 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp @@ -123,7 +123,7 @@ void MatrixMapperClass::Set_Texture_Transform(const Matrix4x4 & view_to_texture, void MatrixMapperClass::Update_View_To_Pixel_Transform(float tex_size) { /* - ** Create a ViewToPixel matrix which also does all of the offseting and flipping that has + ** Create a ViewToPixel matrix which also does all of the offsetting and flipping that has ** to take place to get the actual texture coordinates. ** ** Here is a description of the math: diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp index 1127a75c8b3..c31c944e297 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/mesh.cpp @@ -1231,7 +1231,7 @@ 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) { diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h index 3ce352a6a1c..a4ccf5e3c5f 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h @@ -71,7 +71,7 @@ class WorldInfoClass ** material, and put them into strip order. ** ** To "build" a mesh: -** 1. Reset the builder with the number of polys you're going to sumbit +** 1. Reset the builder with the number of polys you're going to submit ** 2. Enable the vertex channels that you want ** 3. Submit each face in the form of a FaceClass ** 4. Call Build_Mesh @@ -177,7 +177,7 @@ class MeshBuilderClass /* ** To "build" a mesh: - ** 1. Reset the builder with the approximate number of polys you're going to sumbit, etc. + ** 1. Reset the builder with the approximate number of polys you're going to submit, etc. ** 3. Submit each face in the form of a FaceClass, set only the fields you need (leave others at default) ** 4. Call Build_Mesh */ diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h index becd10c9be5..7fcb8cd1a62 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdl.h @@ -163,7 +163,7 @@ 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/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp index 71f0fbc4d68..d3a465e2108 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshmdlio.cpp @@ -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/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp index 0f8585efd8e..2ca89637289 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.cpp @@ -673,7 +673,7 @@ 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(); } diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h index 66ad90c5014..2937552a795 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_buf.h @@ -250,7 +250,7 @@ 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 diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h index e6beffa1211..49ae3794cde 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h @@ -276,14 +276,14 @@ class ParticleEmitterClass : public RenderObjClass // Used to build a list of filenames this emitter is dependent on virtual void Add_Dependencies_To_List (DynamicVectorClass &file_list, bool textures_only = false); - // This method is called each time the visiblity state of the emitter changes. + // This method is called each time the visibility state of the emitter changes. virtual void Update_On_Visibility (void); private: // Collision sphere is a point - emitter emits also when not visible, // so this is only important to avoid affecting the collision spheres - // of heirarchy objects into which the emitter is inserted. + // of hierarchy objects into which the emitter is inserted. virtual void Update_Cached_Bounding_Volumes(void) const; // Create new particles and pass them to the particle buffer. Receives diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h index 3ebf438e4fb..4148c6c6191 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.h @@ -139,7 +139,7 @@ class Render2DClass : public W3DMPO void Set_Hidden( bool hide ) { IsHidden = hide; } - // Z-value support (this is usefull for playing tricks with the z-buffer) + // Z-value support (this is useful for playing tricks with the z-buffer) void Set_Z_Value (float z_value) { ZValue = z_value; } // Move all verts diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp index d49ff840bb0..5aefecb1c89 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp @@ -45,7 +45,7 @@ * SimpleSceneClass::~SimpleSceneClass -- destructor * * SimpleSceneClass::Add_Render_Object -- add a render object to the scene * * SimpleSceneClass::Remove_Render_Object -- remove a render object from this scene * - * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * + * SimpleSceneClass::Visiblity_Check -- set the visibility status of the render objects * * SimpleSceneClass::Render -- internal scene rendering function * * SimpleSceneClass::Render -- Render this scene * * SimpleSceneClass::Create_Iterator -- create an iterator for this scene * @@ -430,7 +430,7 @@ void SimpleSceneClass::Unregister(RenderObjClass * obj,RegType for_what) /*********************************************************************************************** - * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * + * SimpleSceneClass::Visiblity_Check -- set the visibility status of the render objects * * * * INPUT: * * * diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h index 20fc4a6e1be..93dde9d34b4 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h @@ -72,7 +72,7 @@ class SceneIterator ** SceneClass ** This is a bunch of render objects that define a 3D scene. ** The requirements of a SceneClass are: -** - The ablility to pass its renderobject's internal surrender representation +** - The ability to pass its renderobject's internal surrender representation ** to surrender when asked in the Render method. ** - The ability to add and remove render objects from the scene ** - The ability to create an iterator for the user which uses the diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h index 251d94cecc4..1bf73c4fd86 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h @@ -257,7 +257,7 @@ 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 null vertex material to D3D */ static void Apply_Null(void); unsigned long Compute_CRC(void) const; diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h index 4682183dfe4..879cddf1b5a 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h @@ -1686,7 +1686,7 @@ struct W3dCollectionHeaderStruct #define W3D_CURRENT_PLACEHOLDER_VERSION W3D_MAKE_VERSION(1,0) // -// Note: This structure is follwed directly by an array of char's 'name_len' in length +// Note: This structure is followed directly by an array of char's 'name_len' in length // which specify the name of the placeholder object in our Commando-level editor. // struct W3dPlaceholderStruct @@ -2187,7 +2187,7 @@ struct W3dNullObjectStruct #define W3D_CURRENT_SOUNDROBJ_VERSION 0x00010000 // -// Note: This structure is follwed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) +// Note: This structure is followed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) // that contains an embedded AudibleSoundDefinitionClass's storage. See audibledound.h // for details. // diff --git a/Generals/Code/Tools/GUIEdit/Include/GUIEdit.h b/Generals/Code/Tools/GUIEdit/Include/GUIEdit.h index 1de3db82ca7..60c381da025 100644 --- a/Generals/Code/Tools/GUIEdit/Include/GUIEdit.h +++ b/Generals/Code/Tools/GUIEdit/Include/GUIEdit.h @@ -100,7 +100,7 @@ typedef enum } CursorType; //------------------------------------------------------------------------------------------------- -/** These entrys make up the selection list of windows */ +/** These entries make up the selection list of windows */ //------------------------------------------------------------------------------------------------- struct WindowSelectionEntry { diff --git a/Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h b/Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h index 0a0cca6e32c..24086a3e220 100644 --- a/Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h +++ b/Generals/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/Generals/Code/Tools/GUIEdit/Include/LayoutScheme.h b/Generals/Code/Tools/GUIEdit/Include/LayoutScheme.h index 8cd195b9fcd..c84862d5a31 100644 --- a/Generals/Code/Tools/GUIEdit/Include/LayoutScheme.h +++ b/Generals/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/Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp b/Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp index 4b8eda4a6d7..4256b1f851e 100644 --- a/Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp +++ b/Generals/Code/Tools/GUIEdit/Source/GUIEdit.cpp @@ -591,7 +591,7 @@ void GUIEdit::init( void ) // lastly just for testing TheWindowManager->initTestGUI(); - // load the layout scheme now read in from the cofig file + // load the layout scheme now read in from the config file TheDefaultScheme->loadScheme( TheDefaultScheme->getSchemeFilename() ); // create the localized game text interface @@ -1236,7 +1236,7 @@ GameWindow *GUIEdit::getWindowAtPos( Int x, Int y ) // // gadget controls are just composed of generic windows and buttons, - // we will not allow you to select these componenets themselves in a gadget + // we will not allow you to select these components themselves in a gadget // because the gadget is the atomic "unit" as far as GUI editing goes. // If we've picked a gadget component we will instead just return the gadget // itself @@ -3546,7 +3546,7 @@ void GUIEdit::stripNameDecorations( GameWindow *root ) if( c ) { - // skip beyong the scope resolution colon + // skip beyond the scope resolution colon c++; // put the name only in the decoration field diff --git a/Generals/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp b/Generals/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp index 75f55e99051..0b9574b23b7 100644 --- a/Generals/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp +++ b/Generals/Code/Tools/GUIEdit/Source/GUIEditWindowManager.cpp @@ -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(); diff --git a/Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp b/Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp index 3f6ecce7196..bd418c7e5f6 100644 --- a/Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp +++ b/Generals/Code/Tools/GUIEdit/Source/HierarchyView.cpp @@ -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 ); diff --git a/Generals/Code/Tools/GUIEdit/Source/LayoutScheme.cpp b/Generals/Code/Tools/GUIEdit/Source/LayoutScheme.cpp index 45ac8c09809..9b41455b9b4 100644 --- a/Generals/Code/Tools/GUIEdit/Source/LayoutScheme.cpp +++ b/Generals/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 */ //============================================================================= diff --git a/Generals/Code/Tools/GUIEdit/Source/WinMain.cpp b/Generals/Code/Tools/GUIEdit/Source/WinMain.cpp index fdc7ec2d34d..daf1402d74c 100644 --- a/Generals/Code/Tools/GUIEdit/Source/WinMain.cpp +++ b/Generals/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 diff --git a/Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp b/Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp index 97a15908662..01907cece98 100644 --- a/Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp +++ b/Generals/Code/Tools/WorldBuilder/src/WorldBuilderView.cpp @@ -730,7 +730,7 @@ void CWorldBuilderView::drawContours(CDC *pDc, CRgn *pRgn, Int minX, Int maxX, I //============================================================================= // CWorldBuilderView::interpolate //============================================================================= -/** Given 2 points, pt1 and pt2, with different height valus ht1 and ht2, +/** Given 2 points, pt1 and pt2, with different height values ht1 and ht2, determines where the height ht occurs along the line. */ //============================================================================= void CWorldBuilderView::interpolate(CPoint *pt, Int ht, CPoint pt1, Int ht1, CPoint pt2, Int ht2) diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp index 5908a041a8d..11bb55ce9b7 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DModelDraw.cpp @@ -4129,7 +4129,7 @@ void W3DModelDraw::xfer( Xfer *xfer ) else { - // the vector must be emtpy + // the vector must be empty m_subObjectVec.clear(); // read each data item diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp index 72057691194..c891508d98f 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/Shadow/W3DVolumetricShadow.cpp @@ -2465,7 +2465,7 @@ void W3DVolumetricShadow::buildSilhouette(Int meshIndex, Vector3 *lightPosObject // // ignore neighbors that are marked as processed as those - // onces have already detected edges if present + // ones have already detected edges if present // if( BitIsSet( otherNeighbor->status, POLY_PROCESSED ) ) continue; // for j @@ -3524,7 +3524,7 @@ void W3DVolumetricShadowManager::renderShadows( Bool forceStencilFill ) shadowDynamicTask=m_dynamicShadowVolumesToRender; while (shadowDynamicTask != shadowDynamicTasksStart) { //update() added a dynamic shadow - //dynamic shadow columes don't need to wait in queue since they + //dynamic shadow columns don't need to wait in queue since they //all use the same vertex buffer. Flush them ASAP. shadow->RenderVolume(shadowDynamicTask->m_meshIndex,shadowDynamicTask->m_lightIndex); //move to next dynamic task @@ -3575,7 +3575,7 @@ void W3DVolumetricShadowManager::renderShadows( Bool forceStencilFill ) //flush any dynamic shadow volumes shadowDynamicTask=m_dynamicShadowVolumesToRender; while (shadowDynamicTask) - { //dynamic shadow columes don't need to wait in queue since they + { //dynamic shadow columns don't need to wait in queue since they //all use the same vertex buffer. Flush them ASAP. shadowDynamicTask->m_parentShadow->RenderVolume(shadowDynamicTask->m_meshIndex,shadowDynamicTask->m_lightIndex); shadowDynamicTask=(W3DVolumetricShadowRenderTask *)shadowDynamicTask->m_nextTask; diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp index cf08c63a07c..39b435b6dd7 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DAssetManager.cpp @@ -754,7 +754,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj( return rendobj; } - // create a new one based on exisiting prototype + // create a new one based on existing prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); @@ -1357,7 +1357,7 @@ RenderObjClass * W3DAssetManager::Create_Render_Obj(const char * name,float scal } // create a new one based on - // exisiting prototype + // existing prototype WWPROFILE( "WW3DAssetManager::Create_Render_Obj" ); WWMEMLOG(MEM_GEOMETRY); diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp index 83b4100c3e2..d806fc418bc 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DInGameUI.cpp @@ -503,7 +503,7 @@ void W3DInGameUI::drawMoveHints( View *view ) } - // asign render objects to GUI data + // assign render objects to GUI data m_moveHintRenderObj[ i ] = hint; // note that 'anim' is returned from Get_HAnim with an AddRef, so we don't need to addref it again. diff --git a/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp b/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp index 0b4b28318a0..ac82ae9196f 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/Win32Device/GameClient/Win32DIMouse.cpp @@ -328,7 +328,7 @@ DirectInputMouse::DirectInputMouse( void ) DirectInputMouse::~DirectInputMouse( void ) { - // relase all mouse resources + // release all mouse resources closeMouse(); // ShowCursor( TRUE ); @@ -409,7 +409,7 @@ void DirectInputMouse::setMouseLimits( void ) Mouse::setMouseLimits(); // - // when runing windowed we want to keep the mouse within the game + // when running windowed we want to keep the mouse within the game // window cause it's annoying to mouse out of the window and click // on a background window. // diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp index d7dde3f2a66..19cd1a98a6a 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matrixmapper.cpp @@ -131,7 +131,7 @@ void MatrixMapperClass::Set_Texture_Transform(const Matrix4x4 & view_to_texture, void MatrixMapperClass::Update_View_To_Pixel_Transform(float tex_size) { /* - ** Create a ViewToPixel matrix which also does all of the offseting and flipping that has + ** Create a ViewToPixel matrix which also does all of the offsetting and flipping that has ** to take place to get the actual texture coordinates. ** ** Here is a description of the math: diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h index 09c4896014c..926283e9e8b 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshbuild.h @@ -71,7 +71,7 @@ class WorldInfoClass ** material, and put them into strip order. ** ** To "build" a mesh: -** 1. Reset the builder with the number of polys you're going to sumbit +** 1. Reset the builder with the number of polys you're going to submit ** 2. Enable the vertex channels that you want ** 3. Submit each face in the form of a FaceClass ** 4. Call Build_Mesh @@ -177,7 +177,7 @@ class MeshBuilderClass /* ** To "build" a mesh: - ** 1. Reset the builder with the approximate number of polys you're going to sumbit, etc. + ** 1. Reset the builder with the approximate number of polys you're going to submit, etc. ** 3. Submit each face in the form of a FaceClass, set only the fields you need (leave others at default) ** 4. Call Build_Mesh */ diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h index 05dc24ed556..6ca1b039b73 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/part_emt.h @@ -283,14 +283,14 @@ class ParticleEmitterClass : public RenderObjClass // Used to build a list of filenames this emitter is dependent on virtual void Add_Dependencies_To_List (DynamicVectorClass &file_list, bool textures_only = false); - // This method is called each time the visiblity state of the emitter changes. + // This method is called each time the visibility state of the emitter changes. virtual void Update_On_Visibility (void); private: // Collision sphere is a point - emitter emits also when not visible, // so this is only important to avoid affecting the collision spheres - // of heirarchy objects into which the emitter is inserted. + // of hierarchy objects into which the emitter is inserted. virtual void Update_Cached_Bounding_Volumes(void) const; // Create new particles and pass them to the particle buffer. Receives diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h index b7a616b68f6..edd4e741275 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.h @@ -140,7 +140,7 @@ class Render2DClass : public W3DMPO void Set_Hidden( bool hide ) { IsHidden = hide; } - // Z-value support (this is usefull for playing tricks with the z-buffer) + // Z-value support (this is useful for playing tricks with the z-buffer) void Set_Z_Value (float z_value) { ZValue = z_value; } // Move all verts diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp index 6e013496503..3b909595cbb 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.cpp @@ -49,7 +49,7 @@ * SimpleSceneClass::~SimpleSceneClass -- destructor * * SimpleSceneClass::Add_Render_Object -- add a render object to the scene * * SimpleSceneClass::Remove_Render_Object -- remove a render object from this scene * - * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * + * SimpleSceneClass::Visibility_Check -- set the visibility status of the render objects * * SimpleSceneClass::Render -- internal scene rendering function * * SimpleSceneClass::Render -- Render this scene * * SimpleSceneClass::Create_Iterator -- create an iterator for this scene * @@ -440,7 +440,7 @@ void SimpleSceneClass::Unregister(RenderObjClass * obj,RegType for_what) /*********************************************************************************************** - * SimpleSceneClass::Visiblity_Check -- set the visiblity status of the render objects * + * SimpleSceneClass::Visibility_Check -- set the visibility status of the render objects * * * * INPUT: * * * diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h index 72d239a69ce..448136cfa7b 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h @@ -72,7 +72,7 @@ class SceneIterator ** SceneClass ** This is a bunch of render objects that define a 3D scene. ** The requirements of a SceneClass are: -** - The ablility to pass its renderobject's internal surrender representation +** - The ability to pass its renderobject's internal surrender representation ** to surrender when asked in the Render method. ** - The ability to add and remove render objects from the scene ** - The ability to create an iterator for the user which uses the diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h index 81b441206b2..17c9e35c67d 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/w3d_file.h @@ -1686,7 +1686,7 @@ struct W3dCollectionHeaderStruct #define W3D_CURRENT_PLACEHOLDER_VERSION W3D_MAKE_VERSION(1,0) // -// Note: This structure is follwed directly by an array of char's 'name_len' in length +// Note: This structure is followed directly by an array of char's 'name_len' in length // which specify the name of the placeholder object in our Commando-level editor. // struct W3dPlaceholderStruct @@ -2187,7 +2187,7 @@ struct W3dNullObjectStruct #define W3D_CURRENT_SOUNDROBJ_VERSION 0x00010000 // -// Note: This structure is follwed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) +// Note: This structure is followed directly by a chunk (W3D_CHUNK_SOUNDROBJ_DEFINITION) // that contains an embedded AudibleSoundDefinitionClass's storage. See audibledound.h // for details. // diff --git a/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h b/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h index 9ec56ecc7f5..41cbb62eb19 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h +++ b/GeneralsMD/Code/Tools/GUIEdit/Include/GUIEdit.h @@ -100,7 +100,7 @@ typedef enum } CursorType; //------------------------------------------------------------------------------------------------- -/** These entrys make up the selection list of windows */ +/** These entries make up the selection list of windows */ //------------------------------------------------------------------------------------------------- struct WindowSelectionEntry { diff --git a/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp b/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp index a7954884e37..9868b51ddba 100644 --- a/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp +++ b/GeneralsMD/Code/Tools/GUIEdit/Source/GUIEdit.cpp @@ -591,7 +591,7 @@ void GUIEdit::init( void ) // lastly just for testing TheWindowManager->initTestGUI(); - // load the layout scheme now read in from the cofig file + // load the layout scheme now read in from the config file TheDefaultScheme->loadScheme( TheDefaultScheme->getSchemeFilename() ); // create the localized game text interface @@ -1236,7 +1236,7 @@ GameWindow *GUIEdit::getWindowAtPos( Int x, Int y ) // // gadget controls are just composed of generic windows and buttons, - // we will not allow you to select these componenets themselves in a gadget + // we will not allow you to select these components themselves in a gadget // because the gadget is the atomic "unit" as far as GUI editing goes. // If we've picked a gadget component we will instead just return the gadget // itself @@ -3546,7 +3546,7 @@ void GUIEdit::stripNameDecorations( GameWindow *root ) if( c ) { - // skip beyong the scope resolution colon + // skip beyond the scope resolution colon c++; // put the name only in the decoration field