<?xml version="1.0" encoding="UTF-8"?>
<commit>
  <added type="array"/>
  <modified type="array">
    <modified>
      <diff>@@ -320,7 +320,7 @@ AAI v0.70	- AAI now handles anti air/assault units, bombers and fighters with di
 
 		- Added different sub-groups for air only mods (light, medium, heavy &amp; super heavy air assault)
 
-		- Added a message being displayed from time to time when AAI has not been loaded succesfully
+		- Added a message being displayed from time to time when AAI has not been loaded successfully
 
 		- Completly new combat unit selection (in theory, aai should react more dynamically to its 
 		  opponent's behaviour - requires some learning to work porperly)</diff>
      <filename>AI/Skirmish/AAI/AAI ReadMe.txt</filename>
    </modified>
    <modified>
      <diff>@@ -114,7 +114,7 @@ public:
 	// tries to call support vs air (returns true if succesful)
 	void DefendUnitVS(int unit, unsigned int enemy_movement_type, float3 *enemy_pos, int importance);
 
-	// returns true if succesfully assisting construction
+	// returns true if successfully assisting construction
 	bool AssistConstructionOfCategory(UnitCategory category, int importance = 5);
 
 	// adds a unit to the correct wishlist</diff>
      <filename>AI/Skirmish/AAI/AAIExecute.h</filename>
    </modified>
    <modified>
      <diff>@@ -331,7 +331,7 @@ void AAIMap::ReadMapCacheFile()
 
 			fclose(file);
 
-			fprintf(ai-&gt;file, &quot;Map cache file succesfully loaded\n&quot;);
+			fprintf(ai-&gt;file, &quot;Map cache file successfully loaded\n&quot;);
 
 			loaded = true;
 		}
@@ -588,7 +588,7 @@ void AAIMap::ReadContinentFile()
 
 			fclose(file);
 
-			fprintf(ai-&gt;file, &quot;Continent cache file succesfully loaded\n&quot;);
+			fprintf(ai-&gt;file, &quot;Continent cache file successfully loaded\n&quot;);
 
 			return;
 		}</diff>
      <filename>AI/Skirmish/AAI/AAIMap.cpp</filename>
    </modified>
    <modified>
      <diff>@@ -330,7 +330,7 @@ AAI v0.70	- AAI now handles anti air/assault units, bombers and fighters with di
 
 		- Added different sub-groups for air only mods (light, medium, heavy &amp; super heavy air assault)
 
-		- Added a message being displayed from time to time when AAI has not been loaded succesfully
+		- Added a message being displayed from time to time when AAI has not been loaded successfully
 
 		- Completly new combat unit selection (in theory, aai should react more dynamically to its 
 		  opponent's behaviour - requires some learning to work porperly)</diff>
      <filename>AI/Skirmish/AAI/data/ReadMe.txt</filename>
    </modified>
    <modified>
      <diff>@@ -57,7 +57,7 @@ void CKAIK::InitAI(IGlobalAICallback* callback, int team) {
 	ai-&gt;Init();
 
 	std::string verMsg =
-		std::string(AI_VERSION(team)) + &quot; initialized succesfully!&quot;;
+		std::string(AI_VERSION(team)) + &quot; initialized successfully!&quot;;
 	std::string logMsg =
 		&quot;logging events to &quot; + ai-&gt;logger-&gt;GetLogName();
 </diff>
      <filename>AI/Skirmish/KAIK/KAIK.cpp</filename>
    </modified>
    <modified>
      <diff>@@ -3110,7 +3110,7 @@ bool CGame::Draw() {
 		GML_STDMUTEX_LOCK(sim); // Draw
 
 		guihandler-&gt;RunLayoutCommand(&quot;disable&quot;);
-		LogObject() &lt;&lt; &quot;Type '/luaui reload' in the chat to reenable LuaUI.\n&quot;;
+		LogObject() &lt;&lt; &quot;Type '/luaui reload' in the chat to re-enable LuaUI.\n&quot;;
 		LogObject() &lt;&lt; &quot;===&gt;&gt;&gt;  Please report this error to the forum or mantis with your infolog.txt\n&quot;;
 	}
 </diff>
      <filename>rts/Game/Game.cpp</filename>
    </modified>
    <modified>
      <diff>@@ -484,7 +484,7 @@ void ShaderBuilder::BuildFragmentShader(NodeGLSLShader* ns, uint passIndex, cons
 	fragmentShader.Build(GL_FRAGMENT_SHADER_ARB);
 	ns-&gt;fragmentShader = fragmentShader.handle;
 
-	d_trace(&quot;Fragment shader built succesfully.&quot;);
+	d_trace(&quot;Fragment shader built successfully.&quot;);
 }
 
 void ShaderBuilder::BuildVertexShader(NodeGLSLShader* ns, uint passIndex, ShaderDef* sd)
@@ -507,7 +507,7 @@ void ShaderBuilder::BuildVertexShader(NodeGLSLShader* ns, uint passIndex, Shader
 
 	vertexShader.AddFile(&quot;shaders/terrainVertexShader.glsl&quot;);
 	vertexShader.Build(GL_VERTEX_SHADER_ARB);
-	d_trace(&quot;Vertex shader built succesfully.&quot;);
+	d_trace(&quot;Vertex shader built successfully.&quot;);
 
 	ns-&gt;vertexShader = vertexShader.handle;
 }</diff>
      <filename>rts/Map/SM3/terrain/TerrainTextureGLSL.cpp</filename>
    </modified>
    <modified>
      <diff>@@ -86,7 +86,7 @@ public:
 
 	void ChangeLos(int l, int airlos);
 	void ChangeSensorRadius(int* valuePtr, int newValue);
-	/// negative amount=reclaim, return= true -&gt; build power was succesfully applied
+	/// negative amount=reclaim, return= true -&gt; build power was successfully applied
 	bool AddBuildPower(float amount,CUnit* builder);
 	/// turn the unit on
 	void Activate();</diff>
      <filename>rts/Sim/Units/Unit.h</filename>
    </modified>
    <modified>
      <diff>@@ -327,7 +327,7 @@ def CheckHeadersAndLibraries(env, conf):
 			all_succes = False
 
 	if not all_succes:
-		print &quot;Not all tests finished succesfully.  You are probably missing one of the&quot;
+		print &quot;Not all tests finished successfully.  You are probably missing one of the&quot;
 		print &quot;build dependencies.  See config.log for details.&quot;
 		env.Exit(1)
 </diff>
      <filename>rts/build/scons/config.py</filename>
    </modified>
    <modified>
      <diff>@@ -1118,7 +1118,7 @@ EXPORT(int) GetInfoMapSize(const char* filename, const char* name, int* width, i
  * @param name     Which infomap to extract from the file.
  * @param data     Pointer to memory location with enough room to hold the infomap data.
  * @param typeHint One of bm_grayscale_8 (or 1) and bm_grayscale_16 (or 2).
- * @return Non-zero if the infomap was succesfully extracted (and optionally
+ * @return Non-zero if the infomap was successfully extracted (and optionally
  * converted), or zero on error (map wasn't found, infomap wasn't found, or
  * typeHint could not be honoured.)
  *</diff>
      <filename>tools/unitsync/unitsync.cpp</filename>
    </modified>
  </modified>
  <removed type="array"/>
  <parents type="array">
    <parent>
      <id>04779b243ec75f7598bbbf52949013361032cdf7</id>
    </parent>
  </parents>
  <author>
    <name>Marco Amadori</name>
    <email>marco.amadori@gmail.com</email>
  </author>
  <url>http://github.com/spring/spring/commit/0fd4ca35b2592c270dc99f9a24e899b1674441dc</url>
  <id>0fd4ca35b2592c270dc99f9a24e899b1674441dc</id>
  <committed-date>2009-10-03T02:05:04-07:00</committed-date>
  <authored-date>2009-09-30T14:32:06-07:00</authored-date>
  <message>Some spelling corrections.</message>
  <tree>02a136dd61efd1d915ac349f1dde61fabd0a5c05</tree>
  <committer>
    <name>Marek Baczynski</name>
    <email>imbaczek@gmail.com</email>
  </committer>
</commit>
