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docs: Fix spelling errors in Core/Tools and Core/GameEngine comments (TheSuperHackers#2117)
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Lines changed: 114 additions & 114 deletions

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Core/GameEngine/Include/Common/AsciiString.h

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@@ -252,7 +252,7 @@ class AsciiString
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void trimEnd(void);
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/**
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Remove all consecutive occurances of c from the end of the string.
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Remove all consecutive occurrences of c from the end of the string.
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*/
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void trimEnd(const char c);
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Core/GameEngine/Include/Common/AudioEventInfo.h

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@@ -126,7 +126,7 @@ struct AudioEventInfo : public MemoryPoolObject
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virtual DynamicAudioEventInfo * getDynamicAudioEventInfo() { return nullptr; } ///< If this object is REALLY a DynamicAudioEventInfo, return a pointer to the derived class
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virtual const DynamicAudioEventInfo * getDynamicAudioEventInfo() const { return nullptr; } ///< If this object is REALLY a DynamicAudioEventInfo, return a pointer to the derived class
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/// Is this a permenant sound? That is, if I start this sound up, will it ever end
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/// Is this a permanent sound? That is, if I start this sound up, will it ever end
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/// "on its own" or only if I explicitly kill it?
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Bool isPermanentSound() const { return BitIsSet( m_control, AC_LOOP ) && (m_loopCount == 0 ); }
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Core/GameEngine/Include/Common/UnicodeString.h

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@@ -252,7 +252,7 @@ class UnicodeString
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void trimEnd(void);
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/**
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Remove all consecutive occurances of c from the end of the string.
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Remove all consecutive occurrences of c from the end of the string.
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*/
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void trimEnd(const WideChar c);
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Core/GameEngine/Include/Common/file.h

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@@ -189,7 +189,7 @@ class File : public MemoryPoolObject
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virtual Bool scanReal(Real &newReal) = 0; ///< read a real number from the current file position.
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virtual Bool scanString(AsciiString &newString) = 0; ///< read a string from the current file position.
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virtual Bool print ( const Char *format, ...); ///< Prints formated string to text file
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virtual Bool print ( const Char *format, ...); ///< Prints formatted string to text file
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virtual Int size( void ); ///< Returns the size of the file
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virtual Int position( void ); ///< Returns the current read/write position
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Core/GameEngine/Include/GameClient/TerrainRoads.h

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@@ -206,7 +206,7 @@ class TerrainRoadCollection : public SubsystemInterface
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void update() { }
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TerrainRoadType *findRoad( AsciiString name ); ///< find road with matching name
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TerrainRoadType *newRoad( AsciiString name ); ///< allocate new road, assing name, and link to list
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TerrainRoadType *newRoad( AsciiString name ); ///< allocate new road, assign name, and link to list
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TerrainRoadType *firstRoad( void ) { return m_roadList; } ///< return first road
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TerrainRoadType *nextRoad( TerrainRoadType *road ); ///< get next road
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Core/GameEngine/Include/GameClient/View.h

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@@ -148,7 +148,7 @@ class View : public Snapshot
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virtual void cameraModFinalLookToward(Coord3D *pLoc){} ///< Sets a look at point during camera movement.
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virtual void cameraModFinalMoveTo(Coord3D *pLoc){ }; ///< Sets a final move to.
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// (gth) C&C3 animation controled camera feature
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// (gth) C&C3 animation controlled camera feature
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virtual void cameraEnableSlaveMode(const AsciiString & thingtemplateName, const AsciiString & boneName) {}
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virtual void cameraDisableSlaveMode(void) {}
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virtual void Add_Camera_Shake(const Coord3D & position,float radius, float duration, float power) {}

Core/GameEngine/Include/GameNetwork/Connection.h

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@@ -18,7 +18,7 @@
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/**
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* The Connection class handles queues for individual players, one connection per player.
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* Connections are identified by their names (m_name). This should accomodate changing IPs
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* Connections are identified by their names (m_name). This should accommodate changing IPs
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* in the face of modem disconnects, NAT irregularities, etc.
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* Messages can be guaranteed or non-guaranteed, sequenced or not.
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*

Core/GameEngine/Include/GameNetwork/GameSpy/PeerDefs.h

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@@ -291,7 +291,7 @@ void GetAdditionalDisconnectsFromUserFile(PSPlayerStats *stats);
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extern Int GetAdditionalDisconnectsFromUserFile(Int playerID);
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//-------------------------------------------------------------------------
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// These functions set up the globals and threads neccessary for our GameSpy impl.
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// These functions set up the globals and threads necessary for our GameSpy impl.
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void SetUpGameSpy( const char *motdBuffer, const char *configBuffer );
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void TearDownGameSpy( void );

Core/GameEngine/Include/GameNetwork/NetCommandList.h

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@@ -35,7 +35,7 @@
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* adding commands in order more efficiently since that is whats going to be
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* done most of the time. If the new message doesn't go after the last message
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* inserted, then the list will be traversed linearly until the proper spot is
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* found. We can get away with this inefficient method since these occurances
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* found. We can get away with this inefficient method since these occurrences
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* will be rare. Also, the list is not expected to ever have more than 30 or so
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* commands on it at a time. Five commands would probably be a normal amount.
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*/

Core/GameEngine/Include/GameNetwork/NetworkDefs.h

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@@ -136,7 +136,7 @@ enum NetCommandType CPP_11(: Int) {
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NETCOMMANDTYPE_PROGRESS,
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NETCOMMANDTYPE_LOADCOMPLETE,
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NETCOMMANDTYPE_TIMEOUTSTART,
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NETCOMMANDTYPE_WRAPPER, // A wrapper command that holds a command thats too big to fit in a single packet.
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NETCOMMANDTYPE_WRAPPER, // A wrapper command that holds a command that's too big to fit in a single packet.
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NETCOMMANDTYPE_FILE,
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NETCOMMANDTYPE_FILEANNOUNCE,
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NETCOMMANDTYPE_FILEPROGRESS,
@@ -196,7 +196,7 @@ static const UnsignedShort GENERALS_MAGIC_NUMBER = 0xF00D;
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//static const Int NETWORK_DISCONNECT_TIME = 5000;
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// The number of miliseconds between when a player's last disconnect keep alive command
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// was recieved and when they are considered disconnected from the game.
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// was received and when they are considered disconnected from the game.
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//static const Int NETWORK_PLAYER_TIMEOUT_TIME = 60000;
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// The base port number used for the transport socket. A players slot number is added to this

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