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Fix spello "its"
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jengelh committed Sep 3, 2024
1 parent a3a31c7 commit 38b835a
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Showing 72 changed files with 136 additions and 136 deletions.
6 changes: 3 additions & 3 deletions Descent3/AImain.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -204,7 +204,7 @@
* Fixed AI_SEE_SOUND playing too often (like all the time...)
*
* 425 4/27/99 4:41a Jeff
* only create guidebots if a single player game, or if its a multiplayer
* only create guidebots if a single player game, or if it is a multiplayer
* game and the correct netflag is set
*
* 424 4/26/99 11:11a Chris
Expand Down Expand Up @@ -5713,7 +5713,7 @@ bool AIObjFriend(object *obj, object *target) {
return false;
}

// If its neutral and not targeting you -- its not an enemy (unless your hostile)
// If it is neutral and not targeting you -- it is not an enemy (unless you are hostile)
if (team == AIF_TEAM_HOSTILE)
return false;

Expand Down Expand Up @@ -5782,7 +5782,7 @@ bool AIObjEnemy(object *obj, object *target) {
return false;
}

// If its neutral and not targeting you -- its not an enemy (unless your hostile)
// If it is neutral and not targeting you -- it is not an enemy (unless you are hostile)
if ((team != AIF_TEAM_HOSTILE) && (t_team == AIF_TEAM_NEUTRAL && target->ai_info->target_handle != obj->handle)) {
return false;
}
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2 changes: 1 addition & 1 deletion Descent3/DllWrappers.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -336,7 +336,7 @@ bool dInven_UsePos(Inventory *inven, object *parent) { return inven->UsePos(pare
// returns the 'index' position of the current position
int dInven_GetPos(Inventory *inven) { return inven->GetPos(); }

// checks the pos, if its on a nonselectable item it will move to the next selectable (NULL if none)
// checks the pos, if it is on a nonselectable item, it will move to the next selectable (NULL if none)
void dInven_ValidatePos(Inventory *inven, bool forward) { inven->ValidatePos(forward); }

// returns whether an item is selectable
Expand Down
2 changes: 1 addition & 1 deletion Descent3/DllWrappers.h
Original file line number Diff line number Diff line change
Expand Up @@ -161,7 +161,7 @@ void dInven_GotoPosTypeID(Inventory *inven, int type, int id);
bool dInven_UsePos(Inventory *inven, object *parent = NULL);
// returns the 'index' position of the current position
int dInven_GetPos(Inventory *inven);
// checks the pos, if its on a nonselectable item it will move to the next selectable (NULL if none)
// checks the pos, if it is on a nonselectable item, it will move to the next selectable (NULL if none)
void dInven_ValidatePos(Inventory *inven, bool forward = true);
// returns whether an item is selectable
bool dInven_IsSelectable(Inventory *inven);
Expand Down
2 changes: 1 addition & 1 deletion Descent3/Game2DLL.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -605,7 +605,7 @@ bool InitGameModule(const char *name, module *mod) {
}
return true;
}
// Frees the dll if its in memory
// Frees the dll if it is in memory
void FreeGameDLL() {
if (!GameDLLHandle.handle)
return;
Expand Down
6 changes: 3 additions & 3 deletions Descent3/Inventory.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -564,7 +564,7 @@ bool Inventory::AddCounterMeasure(int id, int aux_type, int aux_id, int flags, c
}
}

// its a new item type/id, so fill in its info
// it is a new item type/id, so fill in its info
if (newnode->count == 1) {
newnode->type = OBJ_WEAPON;
newnode->id = id;
Expand Down Expand Up @@ -640,7 +640,7 @@ bool Inventory::AddObjectItem(int otype, int oid, int oauxt, int oauxi, int flag
}
}

// its a new item type/id, so fill in its info
// it is a new item type/id, so fill in its info
if (newnode->count == 1) {
newnode->type = otype;
newnode->id = oid;
Expand Down Expand Up @@ -1393,7 +1393,7 @@ void CounterMeasuresSwitch(bool forward) {
}
}

// repositions the pos so its in the correct spot
// repositions the pos so it is in the correct spot
void Inventory::ValidatePos(bool forward) {
if (!pos)
return;
Expand Down
2 changes: 1 addition & 1 deletion Descent3/Inventory.h
Original file line number Diff line number Diff line change
Expand Up @@ -302,7 +302,7 @@ class Inventory {
bool UsePos(object *parent = NULL);
// returns the 'index' position of the current position
int GetPos(void);
// checks the pos, if its on a nonselectable item it will move to the next selectable (NULL if none)
// checks the pos, if it is on a nonselectable item, it will move to the next selectable (NULL if none)
void ValidatePos(bool forward = true);
// returns whether an item is selectable
bool IsSelectable(void);
Expand Down
2 changes: 1 addition & 1 deletion Descent3/Mission.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -531,7 +531,7 @@
* first pass at getting multiplayer deaths working
*
* 28 1/15/98 11:10a Jeff
* Added call to set font color before 'loading level' so its white, also
* Added call to set font color before 'loading level' so it is white; also
* turned back on Telcom
*
* 27 1/08/98 12:32p Samir
Expand Down
2 changes: 1 addition & 1 deletion Descent3/OsirisLoadandBind.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1994,7 +1994,7 @@ bool Osiris_CallLevelEvent(int event, tOSIRISEventInfo *data) {
void *instance = tOSIRISCurrentLevel.instance;

if (instance) {
data->me_handle = OBJECT_HANDLE_NONE; // its a level script!...no me
data->me_handle = OBJECT_HANDLE_NONE; // it is a level script!...no me
int16_t ret;

ret = OSIRIS_loaded_modules[dll_id].CallInstanceEvent(0, instance, event, data);
Expand Down
2 changes: 1 addition & 1 deletion Descent3/SmallViews.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -424,7 +424,7 @@ void DrawSmallViews() {
object *viewer = ObjGet(svp->objhandle);
bool kill_viewer = false;

// Bail if object not around any more, or if its gone too high
// Bail if object not around any more, or if it has gone too high
if (!viewer || (viewer->type == OBJ_DUMMY))
kill_viewer = true;

Expand Down
4 changes: 2 additions & 2 deletions Descent3/WeaponFire.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1305,7 +1305,7 @@ int CreateAndFireWeapon(vector *pos, vector *dir, object *parent, int weapon_num
obj->mtype.phys_info.velocity *= Players[parent->id].weapon_speed_scalar;

// Set initial velocity to that of the firing object
// Don't do it though if its a spawned weapon
// Don't do it though if it is a spawned weapon
if ((obj->mtype.phys_info.flags & PF_USES_PARENT_VELOCITY) && parent->type != OBJ_WEAPON) {

float fdot = (parent->mtype.phys_info.velocity * parent->orient.fvec);
Expand Down Expand Up @@ -3088,7 +3088,7 @@ void DoWeaponExploded(object *obj, vector *norm, vector *collision_point, object
obj->parent_handle);

if (hit_object == Viewer_object && !(Weapons[obj->id].flags & WF_MATTER_WEAPON))
return; // Don't draw if its viewer who is getting hit
return; // Don't draw if it is the viewer who is getting hit

if (Weapons[obj->id].flags & WF_PLANAR_BLAST) {
if (Weapons[obj->id].flags & WF_BLAST_RING) {
Expand Down
2 changes: 1 addition & 1 deletion Descent3/bsp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -655,7 +655,7 @@ int BuildBSPNode(bspnode *tree, listnode **polylist, int numpolys) {
numback++;
} else if (fate == BSP_COINCIDENT) {
// Test to see if this plane is exactly the same as the partition plane
// If so, remove it from the list. If its facing the other way, send it down the back list
// If so, remove it from the list. If it is facing the other way, send it down the back list.
float dot = testpoly->plane.a * partition_plane.a + testpoly->plane.b * partition_plane.b +
testpoly->plane.c * partition_plane.c;

Expand Down
2 changes: 1 addition & 1 deletion Descent3/damage.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -867,7 +867,7 @@ bool ApplyDamageToPlayer(object *playerobj, object *killer, int damage_type, flo
KillPlayer(playerobj, killer, damage_amount, weapon_id);
}
} else {
// If this is a peer to peer game, and its me taking damage, then ask the server to damage me!
// If this is a peer to peer game, and it is me taking damage, then ask the server to damage me!
if (Netgame.local_role == LR_CLIENT && (Netgame.flags & NF_PEER_PEER) && !server_says) {
if (playerobj->id == Player_num) {
MultiSendRequestPeerDamage(killer, weapon_id, damage_type, damage_amount);
Expand Down
4 changes: 2 additions & 2 deletions Descent3/fireball.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -752,7 +752,7 @@ void DrawFireballObject(object *obj) {
norm_time = time_live / obj->lifetime;
if (norm_time >= 1)
norm_time = .99999f; // don't go over!
if (obj->id == SMOKE_TRAIL_INDEX) // If its a smoke trail, get image from texture
if (obj->id == SMOKE_TRAIL_INDEX) // If it is a smoke trail, get image from texture
{
int texnum = obj->ctype.blast_info.bm_handle;
if (GameTextures[texnum].flags & TF_ANIMATED) {
Expand Down Expand Up @@ -1409,7 +1409,7 @@ void DestroyObject(object *objp, float explosion_mag, int death_flags) {
float fireball_lifeleft = (fireball_visnum != -1) ? VisEffects[fireball_visnum].lifeleft : 2.0;
CreateSplintersFromBody(objp, explosion_mag, OBJECT_OUTSIDE(objp) ? fireball_lifeleft : (fireball_lifeleft / 2.0));
}
// Make sure its ok to delete if this is a netplayer game
// Make sure it is ok to delete if this is a netplayer game
if ((Game_mode & GM_MULTI) && (Netgame.local_role == LR_CLIENT) && (objp->flags & OF_SERVER_OBJECT))
ASSERT(objp->flags & OF_SERVER_SAYS_DELETE);
// Make object go away or become inert
Expand Down
4 changes: 2 additions & 2 deletions Descent3/gamecinematics.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1041,7 +1041,7 @@ void Cinematic_Frame(void) {
}
#endif

// its a target on a path
// it is a target on a path
matrix orient;
vector pos;
int room;
Expand Down Expand Up @@ -1726,7 +1726,7 @@ void CannedCinematicIntroCallback(int type) {
vector fvec = GamePaths[pathnum].pathnodes[1].pos - GamePaths[pathnum].pathnodes[0].pos;
vm_VectorToMatrix(&orient, &fvec, NULL, NULL);

// see if it is a hacked 2 node path (i.e. its such a small distance he should move
// see if it is a hacked 2 node path (i.e. it is such a small distance it should move)
if (GamePaths[pathnum].num_nodes == 2) {
if (fabs(vm_VectorDistance(&GamePaths[pathnum].pathnodes[1].pos, &GamePaths[pathnum].pathnodes[0].pos)) >
30.0f) {
Expand Down
2 changes: 1 addition & 1 deletion Descent3/gametexture.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -63,7 +63,7 @@
* added new procedural effect
*
* 45 2/12/99 3:37p Jason
* added client-side interpolation...its not fully debugged though.
* added client-side interpolation...it is not fully debugged though.
*
* 44 2/10/99 3:38p Jason
* table file filter fixups
Expand Down
2 changes: 1 addition & 1 deletion Descent3/gametexture.h
Original file line number Diff line number Diff line change
Expand Up @@ -345,7 +345,7 @@ int LoadTextureImage(const char *filename, int *type, int texture_size, int mipp
// Goes through and marks a texture as a tmap2 if its bitmap(s) have transparency
bool CheckIfTextureIsTmap2(int texnum);

// Touches a texture, makes sure its in memory
// Touches a texture, makes sure it is in memory
void TouchTexture(int n);

// Builds the bumpmaps for the texture
Expand Down
2 changes: 1 addition & 1 deletion Descent3/hud.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -956,7 +956,7 @@ void SGSHudState(CFILE *fp) {
cf_WriteInt(fp, huditem->data.timer_handle);
mprintf(0, "sg: restored timer (%x,%x,timer_hndl=%d)\n", huditem->x, huditem->y, huditem->data.timer_handle);
} else if (huditem->type == HUD_ITEM_CUSTOMTEXT) {
// commented out because persistent hud messages are custom text, and its a mess to save the current
// commented out because persistent hud messages are custom text, and it is a mess to save the current
// state of hud persistent messages.
// cf_WriteShort(fp, (int16_t)huditem->stat);
// cf_WriteByte(fp, (int8_t)huditem->type);
Expand Down
2 changes: 1 addition & 1 deletion Descent3/loadstate.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1359,7 +1359,7 @@ int LGSObjects(CFILE *fp, int version) {
goto lgsobjs_fail;

// link into mine.
// turn off big object flags if its a big object. (ObjLink will take care of this.)
// turn off big object flags if it is a big object. (ObjLink will take care of this.)
if (op->flags & OF_BIG_OBJECT)
op->flags &= (~OF_BIG_OBJECT);

Expand Down
2 changes: 1 addition & 1 deletion Descent3/menu.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -425,7 +425,7 @@
* display mission menu.
*
* 71 5/24/98 2:58a Jeff
* Options menu changes. MenuOptions now takes a parameter, whether its
* Options menu changes. MenuOptions now takes a parameter, whether it is
* being called from the game or not
*
* 70 5/23/98 6:33p Jeff
Expand Down
2 changes: 1 addition & 1 deletion Descent3/menu.h
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@
* (not hooked up) and level warp cheat.
*
* 3 5/24/98 2:58a Jeff
* Options menu changes. MenuOptions now takes a parameter, whether its
* Options menu changes. MenuOptions now takes a parameter, whether it is
* being called from the game or not
*
* 2 3/02/98 5:53p Samir
Expand Down
24 changes: 12 additions & 12 deletions Descent3/multi.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -555,7 +555,7 @@
* temp hacks for permissable client server
*
* 367 2/12/99 3:37p Jason
* added client-side interpolation...its not fully debugged though.
* added client-side interpolation...it is not fully debugged though.
*
* 366 2/10/99 3:48p Jason
* table filter changes
Expand Down Expand Up @@ -1293,7 +1293,7 @@
*
* 130 7/08/98 11:27a Jeff
* removed yesterdays inventory functions, since inventory.cpp has been
* rolled back...its outdated now
* rolled back...it is outdated now
*
* 129 7/07/98 7:33p Jeff
* changes made for inventory use
Expand Down Expand Up @@ -2929,7 +2929,7 @@ void MultiMakePlayerReal(int slot) {
}
}

// Server is telling us that its done sending players
// Server is telling us that it is done sending players
void MultiDoDonePlayers(uint8_t *data) {
int count = 0;

Expand All @@ -2946,7 +2946,7 @@ void MultiDoDonePlayers(uint8_t *data) {
NetPlayers[Player_num].sequence = NETSEQ_REQUEST_BUILDINGS;
}

// Server is telling us that its done sending buildings
// Server is telling us that it is done sending buildings
void MultiDoDoneBuildings(uint8_t *data) {
MULTI_ASSERT(Netgame.local_role == LR_CLIENT, NULL);

Expand All @@ -2957,7 +2957,7 @@ void MultiDoDoneBuildings(uint8_t *data) {
NetPlayers[Player_num].sequence = NETSEQ_REQUEST_OBJECTS;
}

// Server is telling us that its done sending objects
// Server is telling us that it is done sending objects
void MultiDoDoneObjects(uint8_t *data) {
MULTI_ASSERT(Netgame.local_role == LR_CLIENT, NULL);

Expand Down Expand Up @@ -2989,15 +2989,15 @@ void MultiDoDoneObjects(uint8_t *data) {
found = 1;
}

// If its not in the server list, delete it!
// If it is not in the server list, delete it!
if (!found) {
Objects[objnum].flags |= OF_SERVER_SAYS_DELETE;
ObjDelete(objnum);
}
}
}

// Server is telling us that its done sending objects
// Server is telling us that it is done sending objects
void MultiDoDoneWorldStates(uint8_t *data) {
MULTI_ASSERT(Netgame.local_role == LR_CLIENT, NULL);

Expand Down Expand Up @@ -3052,7 +3052,7 @@ void MultiDoPlayerPos(uint8_t *data) {

uint8_t slot = MultiGetByte(data, &count);

// Make sure its not out of order
// Make sure it is not out of order
float packet_time = MultiGetFloat(data, &count);
if (packet_time < NetPlayers[slot].packet_time)
return;
Expand Down Expand Up @@ -3749,7 +3749,7 @@ void MultiDoServerRejectedChecksum(uint8_t *data) {
D3::ChronoTimer::SleepMS(2000);
}

// Lets us know if the server says its ok to join
// Lets us know if the server says it is ok to join
void MultiDoJoinResponse(uint8_t *data) {
int count = 0;

Expand Down Expand Up @@ -3777,7 +3777,7 @@ int MultiFindFreeSlot() {
}

// Someone is asking to join our game
// Tell them if its ok
// Tell them if it is ok
void MultiDoAskToJoin(uint8_t *data, network_address *from_addr) {
uint8_t outdata[MAX_GAME_DATA_SIZE];
int count = 0;
Expand Down Expand Up @@ -4160,7 +4160,7 @@ void MultiDoBuilding(uint8_t *data) {
for (int i = 0; i < num; i++) {
uint16_t objnum = MultiGetUshort(data, &count);
if (Objects[objnum].type != OBJ_BUILDING) {
mprintf(0, "Error! Server says objnum %d is a building and its not!\n", objnum);
mprintf(0, "Error! Server says objnum %d is a building and it is not!\n", objnum);
} else {
Multi_building_states[objnum] = 1;

Expand Down Expand Up @@ -9453,7 +9453,7 @@ void MultiDoBashPlayerShip(uint8_t *data) {
SetHUDMode(HUD_FULLSCREEN);
}

// If its been x seconds since we've sent a heartbeat, send another!
// If it has been x seconds since we've sent a heartbeat, send another!

#define HEARTBEAT_INTERVAL 10.0f
void MultiSendHeartbeat() {
Expand Down
4 changes: 2 additions & 2 deletions Descent3/multi.h
Original file line number Diff line number Diff line change
Expand Up @@ -146,7 +146,7 @@
* warnings)
*
* 135 2/12/99 3:38p Jason
* added client-side interpolation...its not fully debugged though.
* added client-side interpolation...it is not fully debugged though.
*
* 134 2/09/99 6:52p Jeff
* implemented 'typing inidcator' in multiplayer...players that are typing
Expand Down Expand Up @@ -527,7 +527,7 @@ extern bool Multi_bail_ui_menu;
#define MP_ENTERING_GAME 9 // I'm entering the game
#define MP_DISCONNECT 10 // A player has disconnected
#define MP_PLAYER_FIRE 11 // A player is firing
#define MP_ASK_TO_JOIN 12 // Asking if its ok to join
#define MP_ASK_TO_JOIN 12 // Asking if it is ok to join
#define MP_JOIN_RESPONSE 13 // Answering MP_ASK_TO_JOIN
#define MP_SERVER_QUIT 14 // Server is quitting
#define MP_LEAVE_GAME 15 // A client is leaving the game
Expand Down
2 changes: 1 addition & 1 deletion Descent3/multi_connect.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -378,7 +378,7 @@ int TryToJoinServer(network_address *addr) {
}
return 0;
} else
mprintf(0, "Server says its ok to join!\n");
mprintf(0, "Server says it is ok to join!\n");

nw_ConnectToServer(&sock, addr);
if (sock != INVALID_SOCKET && sock != 0) {
Expand Down
2 changes: 1 addition & 1 deletion Descent3/multi_dll_mgr.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -569,7 +569,7 @@ void GetMultiAPI(multi_api *api) {
// anyway.
// atexit(FreeMultiDLL);
}
// Frees the dll if its in memory
// Frees the dll if it is in memory
void FreeMultiDLL() {
if (!MultiDLLHandle.handle)
return;
Expand Down
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