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Fix typos and comments
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szapp committed Nov 3, 2017
1 parent a970bed commit 1d45f15
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Showing 4 changed files with 5 additions and 5 deletions.
2 changes: 1 addition & 1 deletion _work/data/Scripts/Content/GFA/_intern/collision.d
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Expand Up @@ -663,7 +663,7 @@ func int GFA_CC_DisableProjectileCollisionOnRebound(var int vobPtr, var int arro

/*
* Fix trigger collision bug. When shooting a projectile inside a trigger with certain properties, the projectile
* collides continuously and causes a nerve recking sound. Any trigger collising with a projectile is checked for
* collides continuously and causes a nerve wrecking sound. Any trigger colliding with a projectile is checked for
* certain properties to prevent the collision. This function is called from GFA_ExtendCollisionCheck() if
* GFA_TRIGGER_COLL_FIX == true.
*/
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2 changes: 1 addition & 1 deletion _work/data/Scripts/Content/GFA/_intern/init.d
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Expand Up @@ -261,7 +261,7 @@ func int GFA_InitOnce() {
// Add emergency-lock, in case a mod-project is released with a critical bug related to GFA
if (MEM_ModOptExists("OVERRIDES", "GFA.emergencyLock")) {
MEM_SendToSpy(zERR_TYPE_WARN, "GFA emergency lock active");
MEM_Info("Remove GFA.emergencyLock from Gothic.INI or override in Mod-INI to enable GFA.");
MEM_Info("Remove GFA.emergencyLock override in Mod-INI to enable GFA.");
return FALSE;
};

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4 changes: 2 additions & 2 deletions _work/data/Scripts/Content/GFA/config/criticalHit.d
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Expand Up @@ -15,8 +15,8 @@
* a critical hit occurred; but only if free aiming is enabled and GFA_TRUE_HITCHANCE == true. For critical hits without
* free aiming (or scattering) see GFA_GetCriticalHitAutoAim() below.
*
* This function here returns a definition of the critical hit zone (weak spot) based on the NPC that it hit or the
* weapon used. A weak spot is defined by the name of a bone of the model, dimensions and modified damage.
* This function here defines the critical hit zone (weak spot) based on the NPC that it hit or the weapon used. A weak
* spot is defined by the name of a bone of the model and the modified damage.
* This function is dynamic: It is called on every hit and the weak spot and damage can be calculated individually.
* The damage is a float and represents the new base damage (damage of weapon), not the final damage!
*
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2 changes: 1 addition & 1 deletion _work/data/Scripts/Content/GFA/config/settings.d
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Expand Up @@ -21,5 +21,5 @@ const int GFA_DEBUG_CONSOLE = TRUE; // Enable console commands (debuggin
const int GFA_DEBUG_PRINT = FALSE; // Output information to zSpy by default (can be enabled via console)

// GFA_CUSTOM_COLLISIONS
const int GFA_COLL_PRIOR_NPC = -1; // When bouncing off: ignore(-1), destory(0), coll(1) or deflect(2) off NPC
const int GFA_COLL_PRIOR_NPC = -1; // When bouncing off: ignore(-1), destroy(0), coll(1) or deflect(2) off NPC
const int GFA_TRIGGER_COLL_FIX = TRUE; // Trigger collision fix (disable collision), necessary for Gothic 2 only

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