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SupSuper committed Jul 31, 2019
1 parent e712c3b commit 339a3c85d4004e52f3ab6447a9cc1805d63bc734
@@ -439,7 +439,7 @@ void CraftEquipmentState::moveLeftByValue(int change)
{
ammoPerVehicle = ammo->getClipSize();
}
// Put the vehicles and their ammo back as seperate items.
// Put the vehicles and their ammo back as separate items.
if (_game->getSavedGame()->getMonthsPassed() != -1)
{
_base->getStorageItems()->addItem(_items[_sel], change);
@@ -404,7 +404,7 @@ void BattlescapeGenerator::nextStage()
// rebuild it with only the items we want to keep active in battle for the next stage
// here we add all the items that our soldiers are carrying, and we'll add the items on the
// inventory tile after we've generated our map. everything else will either be in one of the
// recovery arrays, or deleted from existance at this point.
// recovery arrays, or deleted from existence at this point.
for (std::vector<BattleItem*>::iterator i = carryToNextStage.begin(); i != carryToNextStage.end();++i)
{
_save->getItems()->push_back(*i);
@@ -1480,7 +1480,7 @@ void Map::calculateWalkingOffset(BattleUnit *unit, Position *offset, int *shadeO


/**
* Terrainlevel goes from 0 to -24. For a larger sized unit, we need to pick the heighest terrain level, which is the lowest number...
* Terrainlevel goes from 0 to -24. For a larger sized unit, we need to pick the highest terrain level, which is the lowest number...
* @param pos Position.
* @param size Size of the unit we want to get the level from.
* @return terrainlevel.
@@ -43,7 +43,7 @@ class MedikitView : public InteractiveSurface
void draw();
/// Gets the selected body part.
int getSelectedPart() const;
/// Updates the seleted body part.
/// Updates the selected body part.
void updateSelectedPart();
};
}
@@ -1203,7 +1203,7 @@ BattleUnit *TileEngine::hit(Position center, int power, ItemDamageType type, Bat
* @param center Center of the explosion in voxelspace.
* @param power Power of the explosion.
* @param type The damage type of the explosion.
* @param maxRadius The maximum radius othe explosion.
* @param maxRadius The maximum radius of the explosion.
* @param unit The unit that caused the explosion.
*/
void TileEngine::explode(Position center, int power, ItemDamageType type, int maxRadius, BattleUnit *unit)
@@ -525,7 +525,7 @@ void UnitSprite::drawRoutine0()
}

// offset everything to the left by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
torso->setX(offXSprite);
legs->setX(offXSprite);
leftArm->setX(offXSprite);
@@ -720,7 +720,7 @@ void UnitSprite::drawRoutine1()
}

// offset everything to the left by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
torso->setX(offXSprite);
leftArm->setX(offXSprite);
rightArm->setX(offXSprite);
@@ -829,7 +829,7 @@ void UnitSprite::drawRoutine3()
s = _unitSurface->getFrame((_part * 8) + _unit->getDirection());

// offset everything to the left by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
s->setX(offXSprite);

drawRecolored(s);
@@ -964,7 +964,7 @@ void UnitSprite::drawRoutine4()
}

// offset everything to the right by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
s->setX(offXSprite);
if (itemR)
itemR->setX(itemR->getX() + offXSprite);
@@ -1013,7 +1013,7 @@ void UnitSprite::drawRoutine5()
}

// offset everything to the right by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
s->setX(offXSprite);
drawRecolored(s);
}
@@ -1182,7 +1182,7 @@ void UnitSprite::drawRoutine6()
torso->setY(0);
}
// offset everything to the right by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
torso->setX(offXSprite);
legs->setX(offXSprite);
leftArm->setX(offXSprite);
@@ -1268,7 +1268,7 @@ void UnitSprite::drawRoutine7()
torso->setY(0);
}
// offset everything to the right by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
torso->setX(offXSprite);
legs->setX(offXSprite);
leftArm->setX(offXSprite);
@@ -1315,7 +1315,7 @@ void UnitSprite::drawRoutine8()
legs = _unitSurface->getFrame(aim);

// offset everything to the right by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
legs->setX(offXSprite);

drawRecolored(legs);
@@ -1344,7 +1344,7 @@ void UnitSprite::drawRoutine9()
torso = _unitSurface->getFrame(die + _unit->getFallingPhase());

// offset everything to the right by 16 pixels.
// this is because we draw the sprites double wide, to accomodate weapons in-hand
// this is because we draw the sprites double wide, to accommodate weapons in-hand
torso->setX(offXSprite);

drawRecolored(torso);
@@ -210,7 +210,7 @@ std::vector<std::string> findDataFolders()
list.push_back(path);

// Get global data folders
if (char *xdg_data_dirs = getenv("XDG_DATA_DIRS"))
if (char const *const xdg_data_dirs = getenv("XDG_DATA_DIRS"))
{
char xdg_data_dirs_copy[strlen(xdg_data_dirs)+1];
strcpy(xdg_data_dirs_copy, xdg_data_dirs);
@@ -44,7 +44,7 @@ class FlcPlayer
Uint16 _headerType; /* Fli header check */
Uint16 _headerFrames; /* Number of frames in flic */
Uint16 _headerWidth; /* Fli width */
Uint16 _headerHeight; /* Fli heigth */
Uint16 _headerHeight; /* Fli height */
Uint16 _headerDepth; /* Color depth */
Uint16 _headerSpeed; /* Number of video ticks between frame */
Uint32 _videoFrameSize; /* Frame size in bytes */
@@ -60,7 +60,7 @@ class ModInfo
bool isMaster() const;
/// Gets whether this mod can be activated.
bool canActivate(const std::string &curMaster) const;
/// Gets size of mod, bigger mod reserve more values in common colections/surfacesets.
/// Gets size of mod, bigger mod reserve more values in common collections/surfacesets.
int getReservedSpace() const;
/// Gets the OXCE version required by this mod.
const std::string &getRequiredExtendedVersion() const;
@@ -817,7 +817,7 @@ void setFolders()
/**
* Splits the game's User folder by master mod,
* creating a subfolder for each one and moving
* the apppropriate user data among them.
* the appropriate user data among them.
*/
void userSplitMasters()
{
@@ -267,7 +267,7 @@ bool naturalCompare(const std::string &a, const std::string &b)
else
#endif
{
// fallback to lexographical sort
// fallback to lexical sort
return caseCompare(a, b);
}
}
@@ -148,7 +148,7 @@ class DogfightState : public State
bool getWaitForPoly() const;
/// Waits until the UFO reaches the right altitude.
void setWaitForAltitude(bool wait);
/// Waits until the UFO reaches the right altutude.
/// Waits until the UFO reaches the right altitude.
bool getWaitForAltitude() const;
};

@@ -1151,7 +1151,7 @@ void TextList::mouseOver(Action *action, State *state)
{
if (_selectable)
{
int rowHeight = _font->getHeight() + _font->getSpacing(); //theorethical line height
int rowHeight = _font->getHeight() + _font->getSpacing(); //theoretical line height
_selRow = std::max(0, (int)(_scroll + (int)floor(action->getRelativeYMouse() / (rowHeight * action->getYScale()))));
if (_selRow < _rows.size())
{
@@ -408,7 +408,7 @@ int AlienDeployment::getMaxDepth() const
}

/**
* Gets the target type for this mission (ie: alien control consoles and synonium devices).
* Gets the target type for this mission (ie: alien control consoles and synomium devices).
* @return the target type for this mission.
*/
int AlienDeployment::getObjectiveType() const
@@ -114,7 +114,7 @@ class MapData
int getFootstepSound() const;
/// Sets the index to the footstep sound.
void setFootstepSound(int value);
/// Gets sthe alternative object ID.
/// Gets the alternative object ID.
int getAltMCD() const;
/// Sets the alternative object ID.
void setAltMCD(int value);
@@ -1444,7 +1444,7 @@ void Mod::loadFile(const std::string &filename)
}
if (const YAML::Node& constants = doc["constants"])
{
//backward compatiblity version
//backward compatibility version
if (constants.IsSequence())
{
for (YAML::const_iterator i = constants.begin(); i != constants.end(); ++i)
@@ -1694,7 +1694,7 @@ SavedGame *Mod::newSave() const
soldier->setCraft(transportCraft);
}
base->getSoldiers()->push_back(soldier);
// Award soldier a special 'original eigth' commendation
// Award soldier a special 'original eight' commendation
if (_commendations.find("STR_MEDAL_ORIGINAL8_NAME") != _commendations.end())
{
SoldierDiary *diary = soldier->getDiary();
@@ -27,7 +27,7 @@ namespace OpenXcom

/**
* Represents game-specific contents needed
* for save convertion and ID matching.
* for save conversion and ID matching.
* @sa SaveConverter
*/
class RuleConverter
@@ -412,7 +412,7 @@ ItemDamageType RuleItem::getDamageType() const
}

/**
* Gets the item's battlye type.
* Gets the item's battle type.
* @return The battle type.
*/
BattleType RuleItem::getBattleType() const
@@ -684,7 +684,7 @@ int RuleItem::getAimRange() const
}

/**
* Gets the maximim effective range of this weapon for Snap Shot.
* Gets the maximum effective range of this weapon for Snap Shot.
* @return The maximum range.
*/
int RuleItem::getSnapRange() const
@@ -693,7 +693,7 @@ int RuleItem::getSnapRange() const
}

/**
* Gets the maximim effective range of this weapon for Auto Shot.
* Gets the maximum effective range of this weapon for Auto Shot.
* @return The maximum range.
*/
int RuleItem::getAutoRange() const
@@ -24,7 +24,7 @@ namespace OpenXcom

/**
* RuleMissionScript: the rules for the alien mission progression.
* Each script element is independant, and the saved game will probe the list of these each month to determine what's going to happen.
* Each script element is independent, and the saved game will probe the list of these each month to determine what's going to happen.
*/
RuleMissionScript::RuleMissionScript(const std::string &type) : _type(type), _firstMonth(0), _lastMonth(-1), _label(0), _executionOdds(100),
_targetBaseOdds(0), _minDifficulty(0), _maxRuns(-1), _avoidRepeats(0), _delay(0),
@@ -980,7 +980,7 @@ int Base::getCraftMaintenance() const
* Returns the total amount of soldiers of
* a certain type stored in the base.
* @param soldier Soldier type.
* @return Number of soldiert.
* @return Number of soldiers.
*/
int Base::getSoldierCount(const std::string &soldier) const
{
@@ -1929,7 +1929,7 @@ int SavedBattleGame::getAmbientSound() const

/**
* get the list of items we're guaranteed to take with us (ie: items that were in the skyranger)
* @return the list of items we're garaunteed.
* @return the list of items we're guaranteed.
*/
std::vector<BattleItem*> *SavedBattleGame::getGuaranteedRecoveredItems()
{
@@ -138,7 +138,7 @@ class SavedGame
SavedGame();
/// Cleans up the saved game.
~SavedGame();
/// Sanitizies a mod name in a save.
/// Sanitizes a mod name in a save.
static std::string sanitizeModName(const std::string &name);
/// Gets list of saves in the user directory.
static std::vector<SaveInfo> getList(Language *lang, bool autoquick);
@@ -515,7 +515,7 @@ bool SoldierDiary::manageCommendations(Mod *mod, std::vector<MissionStatistics*>
}
} /// End of AND loop.
if (andCriteriaMet)
break; // Stop looking, becuase we _are_ getting one, regardless of what's in the next OR block.
break; // Stop looking, because we _are_ getting one, regardless of what's in the next OR block.
} /// End of OR loop.

if (!andCriteriaMet)

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