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docs: Fix spelling errors in Core/Libraries comments (TheSuperHackers#2116)
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Lines changed: 106 additions & 106 deletions

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Core/Libraries/Source/Compression/EAC/codex.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -30,7 +30,7 @@
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/* */
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/* Version Date SE History */
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/* ------- ------ -- ------- */
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/* 1.00 990824 FB codex API seperated from huff tool */
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/* 1.00 990824 FB codex API separated from huff tool */
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/* 1.01 010427 FB fb6 32 bit size header */
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/* 1.02 011011 FB c++ defaults */
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/* 2.00 011015 FB bool, dest/source, new about struct,no QPUBLIC */

Core/Libraries/Source/Compression/EAC/huffencode.cpp

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Original file line numberDiff line numberDiff line change
@@ -718,7 +718,7 @@ static void HUFF_analysis(struct HuffEncodeContext *EC,
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/* - maintains perfect tree
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- find intest code
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- find intest branch thats shorter than maximum bits
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- find intest branch that's shorter than maximum bits
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- graft one branch to the shorter branch
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- shorten the other code by 1
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*/

Core/Libraries/Source/WWVegas/WW3D2/dynamesh.cpp

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Original file line numberDiff line numberDiff line change
@@ -765,7 +765,7 @@ int DynamicMeshClass::Set_Texture(TextureClass *texture, bool dont_search, int p
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Model->Initialize_Texture_Array(pass, 0, tex);
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tex->Release_Ref();
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768-
// flag that we need to write the per polygon material overide array
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// flag that we need to write the per polygon material override array
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MultiTexture[pass] = true;
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}
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Core/Libraries/Source/WWVegas/WW3D2/font3d.h

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Original file line numberDiff line numberDiff line change
@@ -53,7 +53,7 @@ class SurfaceClass;
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** 16-bit Targa files, then converted to proportional fonts by
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** finding the minimum bounding box for each chacter. The font
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** texture is then minimized to a 256x256 or 128x128 texture
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** material by re-stacking chars by thier minimum bounding box.
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** material by re-stacking chars by their minimum bounding box.
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**
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** During use, this class is really no more than a data table accessor
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** Only during creation is any real code run.

Core/Libraries/Source/WWVegas/WW3D2/hcanim.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -314,7 +314,7 @@ int HCompressedAnimClass::Load_W3D(ChunkLoadClass & cload)
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add_channel(tc_chan);
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} else {
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// PWG 12-14-98: we have only allocated space for NumNode pivots.
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// If we have an index thats equal or higher than NumNode we are
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// If we have an index that's equal or higher than NumNode we are
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// gonna trash memory. Boy will we trash memory.
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// GTH 09-25-2000: print a warning and survive this error
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delete tc_chan;
@@ -331,7 +331,7 @@ int HCompressedAnimClass::Load_W3D(ChunkLoadClass & cload)
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add_channel(ad_chan);
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} else {
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// PWG 12-14-98: we have only allocated space for NumNode pivots.
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// If we have an index thats equal or higher than NumNode we are
334+
// If we have an index that's equal or higher than NumNode we are
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// gonna trash memory. Boy will we trash memory.
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// GTH 09-25-2000: print a warning and survive this error
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delete ad_chan;
@@ -349,7 +349,7 @@ int HCompressedAnimClass::Load_W3D(ChunkLoadClass & cload)
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add_bit_channel(newbitchan);
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} else {
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// PWG 12-14-98: we have only allocated space for NumNode pivots.
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// If we have an index thats equal or higher than NumNode we are
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// If we have an index that's equal or higher than NumNode we are
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// gonna trash memory. Boy will we trash memory.
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// GTH 09-25-2000: print a warning and survive this error
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delete newbitchan;

Core/Libraries/Source/WWVegas/WW3D2/intersec.inl

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Original file line numberDiff line numberDiff line change
@@ -150,7 +150,7 @@ inline bool IntersectionClass::_Point_In_Polygon_Z(
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Vector3 &Corner3
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)
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{
153-
// these defines could be variables if support for other axis were neccessary
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// these defines could be variables if support for other axis were necessary
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#define AXIS_1 0
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#define AXIS_2 1
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#define AXIS_3 2

Core/Libraries/Source/WWVegas/WW3D2/matinfo.cpp

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Original file line numberDiff line numberDiff line change
@@ -190,7 +190,7 @@ TextureClass * MaterialRemapperClass::Remap_Texture(TextureClass * src)
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return TextureRemaps[i].Dest;
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}
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}
193-
WWASSERT(0); // uh-oh didn't find the texture, what happend???
193+
WWASSERT(0); // uh-oh didn't find the texture, what happened???
194194
return nullptr;
195195
}
196196

@@ -205,7 +205,7 @@ VertexMaterialClass * MaterialRemapperClass::Remap_Vertex_Material(VertexMateria
205205
return VertexMaterialRemaps[i].Dest;
206206
}
207207
}
208-
WWASSERT(0); // uh-oh didn't find the material, what happend???
208+
WWASSERT(0); // uh-oh didn't find the material, what happened???
209209
return nullptr;
210210
}
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Core/Libraries/Source/WWVegas/WW3D2/rendobj.cpp

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@@ -1182,7 +1182,7 @@ void RenderObjClass::Add_Dependencies_To_List
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/****************************************************************************************
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11841184
1185-
RenderObjClass - Persistant object support.
1185+
RenderObjClass - Persistent object support.
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11871187
NOTE: For now, the render obj PersistFactory is going to cheat by simply storing
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the name of the render object that was saved. At load time, it will ask the
@@ -1301,7 +1301,7 @@ bool RenderObjClass::Save (ChunkSaveClass &csave)
13011301
{
13021302
// This should never hit with the persist factory we're using...
13031303
// Yes this looks like a design flaw but the way we're saving render objects is
1304-
// a "shortcut". We specifically designed this capability into the persistant
1304+
// a "shortcut". We specifically designed this capability into the persistent
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// object system so that we could avoid making all render object's save and
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// load themselves if possible.
13071307
WWASSERT(0);

Core/Libraries/Source/WWVegas/WW3D2/rendobj.h

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Original file line numberDiff line numberDiff line change
@@ -157,7 +157,7 @@ class RenderObjClass : public RefCountClass , public PersistClass, public MultiL
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//Added for 'Generals' - MW
158158
enum {USER_DATA_MATERIAL_OVERRIDE = 0x01234567};
159159

160-
//This strucutre is used to pass custom rendering parameters into the W3D
160+
//This structure is used to pass custom rendering parameters into the W3D
161161
//mesh renderer so it can override settings which are usually shared across
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//all instances of a model - typically material settings like alpha, texture
163163
//animation, texture uv scrolling, etc. Added for 'Generals' -MW
@@ -253,7 +253,7 @@ class RenderObjClass : public RefCountClass , public PersistClass, public MultiL
253253
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
254254
// Render Object Interface - "Scene Graph"
255255
// Some of the functions in this group are non-virtual as they are meant
256-
// to be never overriden or are supposed to be implemented in terms of
256+
// to be never overridden or are supposed to be implemented in terms of
257257
// the other virtual functions. We want to keep the virtual interface
258258
// as small as possible
259259
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -483,7 +483,7 @@ class RenderObjClass : public RefCountClass , public PersistClass, public MultiL
483483
int Is_Self_Shadowed() const { return (Bits&IS_SELF_SHADOWED); }
484484

485485
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
486-
// Persistant object save-load interface
486+
// Persistent object save-load interface
487487
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
488488
virtual const PersistFactoryClass & Get_Factory (void) const;
489489
virtual bool Save (ChunkSaveClass &csave);

Core/Libraries/Source/WWVegas/WW3D2/shattersystem.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -174,7 +174,7 @@ class PolygonClass
174174
** plane. The plane is defined by the x-y plane of the coordinate system
175175
** (i.e. z-axis is the normal of the plane, origin is a point on the plane).
176176
** Leaf nodes of this tree will have two indices. These are indices into
177-
** the MeshFragments array where they put the polygons in thier front and
177+
** the MeshFragments array where they put the polygons in their front and
178178
** back half-spaces.
179179
*/
180180
class BSPClass

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