[Scummvm-git-logs] scummvm master -> c1c95ea62b9d2b050d5fc4e8f3e74ec3d3320553

bluegr noreply at scummvm.org
Sat Aug 10 08:43:48 UTC 2024


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
c1c95ea62b JANITORIAL: HPL1: Fix typos in comments


Commit: c1c95ea62b9d2b050d5fc4e8f3e74ec3d3320553
    https://github.com/scummvm/scummvm/commit/c1c95ea62b9d2b050d5fc4e8f3e74ec3d3320553
Author: Hubert Maier (raziel- at users.noreply.github.com)
Date: 2024-08-10T11:43:44+03:00

Commit Message:
JANITORIAL: HPL1: Fix typos in comments

Changed paths:
    engines/hpl1/engine/ai/AINodeContainer.h
    engines/hpl1/engine/game/Game.cpp
    engines/hpl1/engine/game/ScriptFuncs.cpp
    engines/hpl1/engine/graphics/BackgroundImage.cpp
    engines/hpl1/engine/graphics/Material_EnvMap_Reflect.cpp
    engines/hpl1/engine/graphics/Mesh.cpp
    engines/hpl1/engine/graphics/ParticleEmitter3D.cpp
    engines/hpl1/engine/graphics/ParticleEmitter3D_UserData.cpp
    engines/hpl1/engine/graphics/RenderList.cpp
    engines/hpl1/engine/graphics/Renderer2D.cpp
    engines/hpl1/engine/graphics/Renderer3D.cpp
    engines/hpl1/engine/graphics/RendererPostEffects.cpp
    engines/hpl1/engine/graphics/VertexBuffer.h
    engines/hpl1/engine/impl/MeshLoaderCollada.cpp
    engines/hpl1/engine/impl/MeshLoaderColladaHelpers.cpp
    engines/hpl1/engine/math/Math.h
    engines/hpl1/engine/physics/CharacterBody.cpp
    engines/hpl1/engine/physics/Collider2D.cpp
    engines/hpl1/engine/resources/FileSearcher.cpp
    engines/hpl1/engine/resources/ResourceBase.h
    engines/hpl1/engine/resources/Resources.cpp
    engines/hpl1/engine/scene/AnimationState.h
    engines/hpl1/engine/scene/GridMap2D.cpp
    engines/hpl1/engine/scene/ImageEntity.cpp
    engines/hpl1/engine/scene/MeshEntity.cpp
    engines/hpl1/engine/scene/MeshEntity.h
    engines/hpl1/engine/scene/World3D.cpp
    engines/hpl1/penumbra-overture/CharacterMove.cpp
    engines/hpl1/penumbra-overture/GameEnemy.cpp
    engines/hpl1/penumbra-overture/GameEnemy_Dog.cpp
    engines/hpl1/penumbra-overture/GameEnemy_Spider.cpp
    engines/hpl1/penumbra-overture/GameEnemy_Worm.cpp
    engines/hpl1/penumbra-overture/HudModel_Weapon.cpp
    engines/hpl1/penumbra-overture/PlayerHands.cpp
    engines/hpl1/penumbra-overture/PlayerHelper.cpp
    engines/hpl1/penumbra-overture/PlayerState_Interact.cpp
    engines/hpl1/penumbra-overture/SaveHandler.cpp


diff --git a/engines/hpl1/engine/ai/AINodeContainer.h b/engines/hpl1/engine/ai/AINodeContainer.h
index 3eef34974e4..fc55052d443 100644
--- a/engines/hpl1/engine/ai/AINodeContainer.h
+++ b/engines/hpl1/engine/ai/AINodeContainer.h
@@ -252,8 +252,8 @@ public:
 	float GetMaxHeight() const { return mfMaxHeight; }
 
 	/**
-	 * When calculating if there is a free path between two nodes. Is the node postion the center of the collider.
-	 * If not the position is the feet postion.
+	 * When calculating if there is a free path between two nodes. Is the node position the center of the collider.
+	 * If not the position is the feet position.
 	 */
 	void SetNodeIsAtCenter(bool abX) { mbNodeIsAtCenter = abX; }
 	bool GetNodeIsAtCenter() { return mbNodeIsAtCenter; }
diff --git a/engines/hpl1/engine/game/Game.cpp b/engines/hpl1/engine/game/Game.cpp
index efa977e1832..a294a824e78 100644
--- a/engines/hpl1/engine/game/Game.cpp
+++ b/engines/hpl1/engine/game/Game.cpp
@@ -352,7 +352,7 @@ void cGame::Run() {
 
 		// If not making a single rendering is better to use gpu and
 		// cpu at the same time and make query checks etc after logic update.
-		// If any delete has occured in the update this might crash. so skip it for now.
+		// If any delete has occurred in the update this might crash. so skip it for now.
 		/*if(mbRenderOnce==false)	{
 			mpGraphics->GetRenderer3D()->FetchOcclusionQueries();
 			mpUpdater->OnPostBufferSwap();
diff --git a/engines/hpl1/engine/game/ScriptFuncs.cpp b/engines/hpl1/engine/game/ScriptFuncs.cpp
index df11b9875d0..14c7ea43420 100644
--- a/engines/hpl1/engine/game/ScriptFuncs.cpp
+++ b/engines/hpl1/engine/game/ScriptFuncs.cpp
@@ -668,7 +668,7 @@ SCRIPT_DEFINE_FUNC_17(void, SetLight3DFlicker, string,
 //-----------------------------------------------------------------------
 
 /**
- * Creates a sound entity at the postion of an area.
+ * Creates a sound entity at the position of an area.
  * \param asName Name of the sound area
  * \param asFile The snt file to load.
  * \param asArea The area to create at.
diff --git a/engines/hpl1/engine/graphics/BackgroundImage.cpp b/engines/hpl1/engine/graphics/BackgroundImage.cpp
index 848b5b8e89f..423f6e1c4d7 100644
--- a/engines/hpl1/engine/graphics/BackgroundImage.cpp
+++ b/engines/hpl1/engine/graphics/BackgroundImage.cpp
@@ -71,7 +71,7 @@ void cBackgroundImage::Draw(const cRect2f &aCollideRect, iLowLevelGraphics *apLo
 	cVector3f vScreenPos(aCollideRect.x * mvPosPercent.x - mvPos.x,
 						 aCollideRect.y * mvPosPercent.y, mvPos.z - mvPos.y);
 
-	// Calulate at what positions(s) the background is to be drawn.
+	// Calculate at what positions(s) the background is to be drawn.
 	if (mbTile) {
 		// The number of images needed.
 		cVector2l vNum;
diff --git a/engines/hpl1/engine/graphics/Material_EnvMap_Reflect.cpp b/engines/hpl1/engine/graphics/Material_EnvMap_Reflect.cpp
index e893dcb0364..72ab8a32dd6 100644
--- a/engines/hpl1/engine/graphics/Material_EnvMap_Reflect.cpp
+++ b/engines/hpl1/engine/graphics/Material_EnvMap_Reflect.cpp
@@ -52,7 +52,7 @@ void cEnvMapReflect_SetUp::Setup(iGpuProgram *apProgram, cRenderSettings *apRend
 //-----------------------------------------------------------------------
 
 void cEnvMapReflect_SetUp::SetupMatrix(cMatrixf *apModelMatrix, cRenderSettings *apRenderSettings) {
-	// Put here so it is updated with every matrix, just aswell...
+	// Put here so it is updated with every matrix, just as well...
 	if (apModelMatrix)
 		apRenderSettings->gpuProgram->SetMatrixf("objectWorldMatrix", *apModelMatrix);
 	else {
diff --git a/engines/hpl1/engine/graphics/Mesh.cpp b/engines/hpl1/engine/graphics/Mesh.cpp
index 609832d4351..5f65cdce8cc 100755
--- a/engines/hpl1/engine/graphics/Mesh.cpp
+++ b/engines/hpl1/engine/graphics/Mesh.cpp
@@ -568,7 +568,7 @@ void cMesh::CreateJointsAndBodies(Common::Array<iPhysicsBody *> *apBodyVec, cMes
 					// if(pSubEntity->GetParent())
 					//	Log("Node parent: %s\n",static_cast<cNode3D*>(pSubEntity->GetParent())->GetName());
 
-					// The scale should allready been removed.
+					// The scale should already been removed.
 					/*cMatrixf mtxScale = cMath::MatrixScale(pSubMesh->GetModelScale());
 					mtxSub = cMath::MatrixMul(mtxSub, cMath::MatrixInverse(mtxScale));*/
 
diff --git a/engines/hpl1/engine/graphics/ParticleEmitter3D.cpp b/engines/hpl1/engine/graphics/ParticleEmitter3D.cpp
index a6445bddb27..7efc8269c8c 100644
--- a/engines/hpl1/engine/graphics/ParticleEmitter3D.cpp
+++ b/engines/hpl1/engine/graphics/ParticleEmitter3D.cpp
@@ -116,7 +116,7 @@ iParticleEmitter3D::~iParticleEmitter3D() {
 //-----------------------------------------------------------------------
 
 void iParticleEmitter3D::SetSubDivUV(const cVector2l &avSubDiv) {
-	// Check so that there is any subdivision and that no sub divison axis is
+	// Check so that there is any subdivision and that no sub division axis is
 	// equal or below zero
 	if ((avSubDiv.x > 1 || avSubDiv.y > 1) && (avSubDiv.x > 0 && avSubDiv.y > 0)) {
 		int lSubDivNum = avSubDiv.x * avSubDiv.y;
diff --git a/engines/hpl1/engine/graphics/ParticleEmitter3D_UserData.cpp b/engines/hpl1/engine/graphics/ParticleEmitter3D_UserData.cpp
index e9ace5d7ac5..56e27c813b6 100644
--- a/engines/hpl1/engine/graphics/ParticleEmitter3D_UserData.cpp
+++ b/engines/hpl1/engine/graphics/ParticleEmitter3D_UserData.cpp
@@ -942,7 +942,7 @@ void cParticleEmitter3D_UserData::UpdateMotion(float afTimeStep) {
 			if (mpData->mCoordSystem == eParticleEmitter3DCoordSystem_World) {
 				vDir = pParticle->mvPos - GetWorldMatrix().GetTranslation();
 			} else {
-				// Perhaps on mvPos is needed.. and no substraction.
+				// Perhaps on mvPos is needed.. and no subtraction.
 				vDir = pParticle->mvPos - GetLocalMatrix().GetTranslation();
 			}
 
diff --git a/engines/hpl1/engine/graphics/RenderList.cpp b/engines/hpl1/engine/graphics/RenderList.cpp
index 7ece86c9be0..b5f183c2499 100644
--- a/engines/hpl1/engine/graphics/RenderList.cpp
+++ b/engines/hpl1/engine/graphics/RenderList.cpp
@@ -462,7 +462,7 @@ void cRenderList::AddToTree(iRenderable *apObject, eRenderListDrawType aObjectTy
 	iRenderState *pTempState = mTempNode.mpState;
 	cRenderNode *pTempNode = &mTempNode;
 
-	//-------------- EXPLAINATION ----------------------------------
+	//-------------- EXPLANATION ----------------------------------
 	// Go through each render state type and set the appropriate
 	// variables for each type. The most important states are set first.
 	// The state is then inserted to a tree structure, where each state type is a level.
@@ -683,7 +683,7 @@ void cRenderList::AddToTree(iRenderable *apObject, eRenderListDrawType aObjectTy
 	iRenderState *pTempState = NULL;//mTempNode.mpState;
 	cRenderNode *pTempNode = NULL;
 
-	//-------------- EXPLAINATION ----------------------------------
+	//-------------- EXPLANATION ----------------------------------
 	// Go through each render state type and set the appropriate
 	// variables for each type. The most important states are set first.
 	// The state is then inserted to a tree structure, where each state type is a level.
diff --git a/engines/hpl1/engine/graphics/Renderer2D.cpp b/engines/hpl1/engine/graphics/Renderer2D.cpp
index a339e397ab3..13c2b25ff72 100644
--- a/engines/hpl1/engine/graphics/Renderer2D.cpp
+++ b/engines/hpl1/engine/graphics/Renderer2D.cpp
@@ -111,7 +111,7 @@ bool cRenderObject2DCompare::operator()(const cRenderObject2D &aObjectA, const c
 	aObjectB.GetMaterial()->GetType(eMaterialRenderType_Light);
 	}*/
 	/*else if(Some other thing to sort by)*/
-	/*Sort by Z type aswell!*/
+	/*Sort by Z type as well!*/
 
 	return false;
 }
diff --git a/engines/hpl1/engine/graphics/Renderer3D.cpp b/engines/hpl1/engine/graphics/Renderer3D.cpp
index f27cc1d22be..63cfdd05a53 100644
--- a/engines/hpl1/engine/graphics/Renderer3D.cpp
+++ b/engines/hpl1/engine/graphics/Renderer3D.cpp
@@ -315,7 +315,7 @@ void cRenderer3D::UpdateRenderList(cWorld3D *apWorld, cCamera3D *apCamera, float
 
 	// Setup fog BV
 	if (mRenderSettings.mbFogActive && mRenderSettings.mbFogCulling) {
-		// This is becuase the fog line is a stright line infront of the camera.
+		// This is because the fog line is a straight line infront of the camera.
 		float fCornerDist = (mRenderSettings.mfFogEnd * 2.0f) /
 							cos(apCamera->GetFOV() * apCamera->GetAspect() * 0.5f);
 
diff --git a/engines/hpl1/engine/graphics/RendererPostEffects.cpp b/engines/hpl1/engine/graphics/RendererPostEffects.cpp
index 6a3ddd82943..405f52fb758 100644
--- a/engines/hpl1/engine/graphics/RendererPostEffects.cpp
+++ b/engines/hpl1/engine/graphics/RendererPostEffects.cpp
@@ -438,7 +438,7 @@ void cRendererPostEffects::RenderDepthOfField() {
 
 		pObject->GetVertexBuffer()->UnBind();
 
-		// Set the previous postion to the current
+		// Set the previous position to the current
 		if (pMtx)
 			pObject->SetPrevMatrix(*pMtx);
 	}
@@ -543,7 +543,7 @@ void cRendererPostEffects::RenderMotionBlur() {
 
 		pObject->GetVertexBuffer()->UnBind();
 
-		// Set the previous postion to the current
+		// Set the previous position to the current
 		if (pMtx)
 			pObject->SetPrevMatrix(*pMtx);
 	}
diff --git a/engines/hpl1/engine/graphics/VertexBuffer.h b/engines/hpl1/engine/graphics/VertexBuffer.h
index dff210f10dd..9bb677feea2 100644
--- a/engines/hpl1/engine/graphics/VertexBuffer.h
+++ b/engines/hpl1/engine/graphics/VertexBuffer.h
@@ -108,7 +108,7 @@ public:
 
 	/**
 	 * This creates a double of the vertex array with w=0.
-	 * \param abUpdateData if the hardware buffer should be updated aswell.
+	 * \param abUpdateData if the hardware buffer should be updated as well.
 	 */
 	virtual void CreateShadowDouble(bool abUpdateData) = 0;
 
diff --git a/engines/hpl1/engine/impl/MeshLoaderCollada.cpp b/engines/hpl1/engine/impl/MeshLoaderCollada.cpp
index ee9f0b2af08..f05705dea65 100644
--- a/engines/hpl1/engine/impl/MeshLoaderCollada.cpp
+++ b/engines/hpl1/engine/impl/MeshLoaderCollada.cpp
@@ -493,12 +493,12 @@ cMesh *cMeshLoaderCollada::LoadMesh(const tString &asFile, tMeshLoadFlag aFlags)
 					vOffset = vOffset * pNode->mvScale;
 					// Log("Centre is not a correct location! Offset: %s\n",vOffset.ToString().c_str());
 
-					// Local postion add
+					// Local position add
 					/*cMatrixf mtxTrans = cMath::MatrixTranslate(vOffset);
 					pCollider->m_mtxOffset = cMath::MatrixMul( pNode->m_mtxWorldTransform,
 																mtxTrans);*/
 
-					// World postion add
+					// World position add
 					pCollider->m_mtxOffset = pNode->m_mtxWorldTransform;
 					cVector3f vRotOffset = cMath::MatrixMul(pCollider->m_mtxOffset.GetRotation(),
 															vOffset);
diff --git a/engines/hpl1/engine/impl/MeshLoaderColladaHelpers.cpp b/engines/hpl1/engine/impl/MeshLoaderColladaHelpers.cpp
index 6e4604d0761..73759956120 100644
--- a/engines/hpl1/engine/impl/MeshLoaderColladaHelpers.cpp
+++ b/engines/hpl1/engine/impl/MeshLoaderColladaHelpers.cpp
@@ -1216,7 +1216,7 @@ void cMeshLoaderCollada::LoadGeometry(TiXmlElement *apRootElem, tColladaGeometry
 
 		///////////////////////////////////////////////////
 		// Get the "real" name for the vertices
-		// This always includes postions and can include normals and tex coords aswell.
+		// This always includes positions and can include normals and tex coords as well.
 		TiXmlElement *pVerticesElem = pMeshElem->FirstChildElement("vertices");
 		if (pVerticesElem == NULL) {
 			Error("Vertices not found!\n");
diff --git a/engines/hpl1/engine/math/Math.h b/engines/hpl1/engine/math/Math.h
index 60e770654d9..f86a18229bb 100644
--- a/engines/hpl1/engine/math/Math.h
+++ b/engines/hpl1/engine/math/Math.h
@@ -349,7 +349,7 @@ public:
 
 	/**
 	 * Spherical Linear Interpolation between quaternions A and B
-	 * \param afT The amount inbetween the quaternions. 0.0 is A and 1 is B.
+	 * \param afT The amount in-between the quaternions. 0.0 is A and 1 is B.
 	 * \param abShortestPath Move the the shortest path.
 	 * \return
 	 */
@@ -364,7 +364,7 @@ public:
 
 	/**
 	 * Spherical Linear Interpolation between matrix A and B
-	 * \param afT The amount inbetween the quaternions. 0.0 is A and 1 is B.
+	 * \param afT The amount in-between the quaternions. 0.0 is A and 1 is B.
 	 * \param abShortestPath Move the the shortest path.
 	 * \return
 	 */
@@ -380,7 +380,7 @@ public:
 	 */
 	static cVector3f MatrixMul(const cMatrixf &a_mtxA, const cVector3f &avB);
 	/**
-	 * Multiply and matrix and a 3d vector and devide the result with W.
+	 * Multiply and matrix and a 3d vector and divide the result with W.
 	 */
 	static cVector3f MatrixMulDivideW(const cMatrixf &a_mtxA, const cVector3f &avB);
 
diff --git a/engines/hpl1/engine/physics/CharacterBody.cpp b/engines/hpl1/engine/physics/CharacterBody.cpp
index b1558220386..3c35b784237 100644
--- a/engines/hpl1/engine/physics/CharacterBody.cpp
+++ b/engines/hpl1/engine/physics/CharacterBody.cpp
@@ -611,7 +611,7 @@ void iCharacterBody::Update(float afTimeStep) {
 	}
 
 	////////////////////////////////
-	// Set the postion to the body
+	// Set the position to the body
 	mpBody->SetPosition(mvPosition);
 
 	//////////////////////////
@@ -642,7 +642,7 @@ void iCharacterBody::Update(float afTimeStep) {
 	}
 
 	/////////////////////////////////////////
-	// Update postion
+	// Update position
 	if (mbClimbing)
 		mfCheckStepClimbCount = 0;
 	else
@@ -782,7 +782,7 @@ void iCharacterBody::Update(float afTimeStep) {
 	}
 
 	if (mbGravityActive == false) {
-		// Set the postion to the body
+		// Set the position to the body
 		mpBody->SetPosition(mvPosition);
 
 		UpdateCamera();
@@ -1052,7 +1052,7 @@ void iCharacterBody::UpdateCamera() {
 
 		float fNum = (float)mlstCameraPos.size();
 
-		// Add all positions and devide by the number of em.
+		// Add all positions and divide by the number of them.
 		// that way we get the average
 		cVector3f vTotalPos(0, 0, 0);
 		tVector3fListIt it = mlstCameraPos.begin();
@@ -1093,7 +1093,7 @@ void iCharacterBody::UpdateEntity() {
 
 		float fNum = (float)mlstEntityPos.size();
 
-		// Add all positions and devide by the number of em.
+		// Add all positions and divide by the number of them.
 		// that way we get the average
 		cVector3f vTotalPos(0, 0, 0);
 		tVector3fListIt it = mlstEntityPos.begin();
diff --git a/engines/hpl1/engine/physics/Collider2D.cpp b/engines/hpl1/engine/physics/Collider2D.cpp
index 68c04059e75..e571b6b17c5 100644
--- a/engines/hpl1/engine/physics/Collider2D.cpp
+++ b/engines/hpl1/engine/physics/Collider2D.cpp
@@ -132,7 +132,7 @@ tFlag cCollider2D::CollideBody(cBody2D *apBody, cCollideData2D *apData) {
 				apBody->ResetLastPosition();
 
 				apBody->UpdateCollisionMesh();
-				// not really needed untill layer change
+				// not really needed until layer change
 				CollideRect = apBody->GetBoundingBox();
 
 				lCollision |= eFlagBit_0;
@@ -176,7 +176,7 @@ tFlag cCollider2D::CollideBody(cBody2D *apBody, cCollideData2D *apData) {
 				apBody->ResetLastPosition();
 
 				// apBody->UpdateCollisionMesh();
-				// not really needed untill layer change
+				// not really needed until layer change
 				CollideRect = apBody->GetBoundingBox();
 
 				lCollision |= eFlagBit_0;
diff --git a/engines/hpl1/engine/resources/FileSearcher.cpp b/engines/hpl1/engine/resources/FileSearcher.cpp
index 1c94c8444ea..fdc12d3fbda 100644
--- a/engines/hpl1/engine/resources/FileSearcher.cpp
+++ b/engines/hpl1/engine/resources/FileSearcher.cpp
@@ -62,7 +62,7 @@ void cFileSearcher::AddDirectory(tString asPath, tString asMask) {
 	asPath = cString::ToLowerCase(cString::ReplaceCharTo(asPath, "\\", "/"));
 
 	tStringSetIt it = m_setLoadedDirs.find(asPath);
-	// If the path is not allready added, add it!
+	// If the path is not already added, add it!
 	if (it == m_setLoadedDirs.end()) {
 		m_setLoadedDirs.insert(asPath);
 
diff --git a/engines/hpl1/engine/resources/ResourceBase.h b/engines/hpl1/engine/resources/ResourceBase.h
index 2e9606d9e50..279565c3f07 100644
--- a/engines/hpl1/engine/resources/ResourceBase.h
+++ b/engines/hpl1/engine/resources/ResourceBase.h
@@ -41,7 +41,7 @@ public:
 
 	/**
 	 * virtual bool Reload()=0;
-	 * \return true is reload was succesful, else false.
+	 * \return true is reload was successful, else false.
 	 */
 	virtual bool reload() = 0;
 
diff --git a/engines/hpl1/engine/resources/Resources.cpp b/engines/hpl1/engine/resources/Resources.cpp
index 645a7036de3..d782415267d 100644
--- a/engines/hpl1/engine/resources/Resources.cpp
+++ b/engines/hpl1/engine/resources/Resources.cpp
@@ -188,7 +188,7 @@ cFileSearcher *cResources::GetFileSearcher() {
 //-----------------------------------------------------------------------
 
 /**
- * \todo File searcher should check so if the dir is allready added and if so return false and not add
+ * \todo File searcher should check so if the dir is already added and if so return false and not add
  * \param &asDir
  * \param &asMask
  * \return
diff --git a/engines/hpl1/engine/scene/AnimationState.h b/engines/hpl1/engine/scene/AnimationState.h
index 145970a1efa..db599d78c08 100644
--- a/engines/hpl1/engine/scene/AnimationState.h
+++ b/engines/hpl1/engine/scene/AnimationState.h
@@ -116,13 +116,13 @@ public:
 	float GetPreviousTimePosition();
 
 	/**
-	 * Set the relative postion. 0 = start, 1 = end
+	 * Set the relative position. 0 = start, 1 = end
 	 * \param afPosition
 	 */
 	void SetRelativeTimePosition(float afPosition);
 
 	/**
-	 * Get the relative postion. 0 = start, 1 = end
+	 * Get the relative position. 0 = start, 1 = end
 	 */
 	float GetRelativeTimePosition();
 
diff --git a/engines/hpl1/engine/scene/GridMap2D.cpp b/engines/hpl1/engine/scene/GridMap2D.cpp
index a700a6af8fc..c9ec22122e0 100644
--- a/engines/hpl1/engine/scene/GridMap2D.cpp
+++ b/engines/hpl1/engine/scene/GridMap2D.cpp
@@ -340,7 +340,7 @@ void cGridMap2DRectIt::GetGridObject() {
 			} else {
 				mpObject = mIt->second;
 
-				// Check if object allready have been loaded.
+				// Check if object already have been loaded.
 				if (mpObject->FirstTime(mpGridMap->mlGlobalCount)) {
 					// Log("Found the object in grid[%d]!\n",mlGridNum);
 					break;
diff --git a/engines/hpl1/engine/scene/ImageEntity.cpp b/engines/hpl1/engine/scene/ImageEntity.cpp
index fba5cbe1098..53a1277c4c0 100644
--- a/engines/hpl1/engine/scene/ImageEntity.cpp
+++ b/engines/hpl1/engine/scene/ImageEntity.cpp
@@ -101,7 +101,7 @@ int cImageEntity::GetMaxFrameNum() {
 	if (mpAnimation == NULL)
 		return 0;
 
-	// One for the -1, one for the frame jump, and one becuase we start with 0.
+	// One for the -1, one for the frame jump, and one because we start with 0.
 	return (int)mpAnimation->mvFrameNums.size() - 3;
 }
 
diff --git a/engines/hpl1/engine/scene/MeshEntity.cpp b/engines/hpl1/engine/scene/MeshEntity.cpp
index 86e46af7741..5902e69ae8e 100644
--- a/engines/hpl1/engine/scene/MeshEntity.cpp
+++ b/engines/hpl1/engine/scene/MeshEntity.cpp
@@ -988,7 +988,7 @@ cMatrixf cMeshEntity::CalculateTransformFromSkeleton(cVector3f *apPostion, cVect
 	cBoneIterator BoneIt = GetMesh()->GetSkeleton()->GetRootBone()->GetChildIterator();
 	cBone *pBone = BoneIt.Next();
 
-	// Rotation and postion
+	// Rotation and position
 	cMatrixf mtxInvBind = pBone->GetInvWorldTransform();
 	cMatrixf mtxInvBone = cMath::MatrixInverse(pBoneState->GetWorldMatrix());
 	cVector3f vStateForward = mtxInvBone.GetForward();
@@ -1347,9 +1347,9 @@ void cMeshEntity::UpdateBVFromSubs() {
 	////////////////////////////////////
 	// Nodes
 	else {
-		// Use this to make sure the the nodes are in the same postions as when
-		// exported. This to give a working Bounding Volume.
-		// This fells kind a slow... but might be only way..
+		// Use this to make sure the the nodes are in the same positions as when
+		// exported. This is to give a working Bounding Volume.
+		// This feels kind of slow...but might be the only way.
 
 		cMatrixf mtxTemp2;
 		if (mpRootNode) {
diff --git a/engines/hpl1/engine/scene/MeshEntity.h b/engines/hpl1/engine/scene/MeshEntity.h
index 34b321bcfbc..b07f04ad45a 100644
--- a/engines/hpl1/engine/scene/MeshEntity.h
+++ b/engines/hpl1/engine/scene/MeshEntity.h
@@ -157,9 +157,9 @@ public:
 	cMesh *GetMesh() { return mpMesh; }
 
 	/**
-	 * Calculates the transform (and angles and postion if wanted) of a mesh based on the postion of the root bone.
+	 * Calculates the transform (and angles and position if wanted) of a mesh based on the position of the root bone.
 	 * This is useful when going from rag doll to mesh.
-	 * \param *apPostion Can be NULL, the postion
+	 * \param *apPostion Can be NULL, the position
 	 * \param *apAngles Can be NULL, the angles.
 	 */
 	cMatrixf CalculateTransformFromSkeleton(cVector3f *apPostion, cVector3f *apAngles);
diff --git a/engines/hpl1/engine/scene/World3D.cpp b/engines/hpl1/engine/scene/World3D.cpp
index 0812c3eb4e6..38bb781a7e5 100644
--- a/engines/hpl1/engine/scene/World3D.cpp
+++ b/engines/hpl1/engine/scene/World3D.cpp
@@ -264,7 +264,7 @@ void cWorld3D::SetUpData() {
 
 		// Log("World Min: (%s) Max: (%s)\n",vMin.ToString().c_str(), vMax.ToString().c_str());
 
-		// Create a 10 m border around the world aswell:
+		// Create a 10 m border around the world as well:
 		vMin = vMin - cVector3f(10, 10, 10);
 		vMax = vMax + cVector3f(10, 10, 10);
 
@@ -811,7 +811,7 @@ cAINodeContainer *cWorld3D::CreateAINodeContainer(const tString &asName,
 	// unsigned long lStartTime = mpSystem->GetLowLevel()->GetTime();
 
 	//////////////////////////////////
-	// See if the container is allready loaded.
+	// See if the container is already loaded.
 	tAINodeContainerListIt it = mlstAINodeContainers.begin();
 	for (; it != mlstAINodeContainers.end(); ++it) {
 		cAINodeContainer *pCont = *it;
diff --git a/engines/hpl1/penumbra-overture/CharacterMove.cpp b/engines/hpl1/penumbra-overture/CharacterMove.cpp
index 14dd0f7b240..ea6881f4d31 100644
--- a/engines/hpl1/penumbra-overture/CharacterMove.cpp
+++ b/engines/hpl1/penumbra-overture/CharacterMove.cpp
@@ -190,7 +190,7 @@ void cCharacterMove::Update(float afTimeStep) {
 		cVector3f vPos = mpCharBody->GetPosition();
 
 		/////////////////////////////////////////
-		// Get the postion to move towards and current node if there is any.
+		// Get the position to move towards and current node if there is any.
 		if (mlstNodes.empty()) {
 			vGoal = mvGoalPos;
 		} else {
@@ -478,7 +478,7 @@ cAINode *cCharacterMove::GetAINodeAtPosInRange(const cVector3f &avPos, float afM
 
 				cVector3f vStart = pNode->GetPosition();
 
-				// Calculate a postion offset closer to the node.
+				// Calculate a position offset closer to the node.
 				float fDist = cMath::Vector3Dist(vStart, avPos);
 				fDist = fDist - afEndOffset;
 				if (fDist < 0)
diff --git a/engines/hpl1/penumbra-overture/GameEnemy.cpp b/engines/hpl1/penumbra-overture/GameEnemy.cpp
index f461b7aca8a..bccac60e3fc 100644
--- a/engines/hpl1/penumbra-overture/GameEnemy.cpp
+++ b/engines/hpl1/penumbra-overture/GameEnemy.cpp
@@ -1456,7 +1456,7 @@ bool iGameEnemy::LineOfSight(const cVector3f &avPos, const cVector3f &avSize) {
 	const float fHalfWidth = avSize.x * 0.4f;
 	const float fHalfHeight = avSize.y * 0.4f;
 
-	// Count of 2 is need for a line of sight sucess.
+	// Count of 2 is needed for a line of sight success.
 	int lCount = 0;
 	// Iterate through all the rays.
 	for (int i = 0; i < 5; ++i) {
diff --git a/engines/hpl1/penumbra-overture/GameEnemy_Dog.cpp b/engines/hpl1/penumbra-overture/GameEnemy_Dog.cpp
index de0d608d5d8..3ac7a778f97 100644
--- a/engines/hpl1/penumbra-overture/GameEnemy_Dog.cpp
+++ b/engines/hpl1/penumbra-overture/GameEnemy_Dog.cpp
@@ -837,7 +837,7 @@ bool cGameEnemyState_Dog_Hunt::OnHearNoise(const cVector3f &avPosition, float af
 			// Check if a node is found near the sound.
 			cAINode *pNode = mpMover->GetAINodeAtPosInRange(avPosition, 0.0f, 5.0f, true, 0.1f);
 			if (pNode) {
-				// Update last player postion.
+				// Update last player position.
 				mbLostPlayer = false;
 				mfUpdatePathCount = 0;
 				mpEnemy->SetLastPlayerPos(pNode->GetPosition());
@@ -1125,7 +1125,7 @@ void cGameEnemyState_Dog_Flee::OnUpdate(float afTimeStep) {
 	} else {
 		// Move forward
 		if (mpMover->IsMoving() == false || mpMover->GetStuckCounter() > 0.3f || mfTimer <= 0) {
-			// Check if there is any enemies nearaby and if anyone is allready fighting
+			// Check if there are any enemies nearby and if anyone is already fighting
 			if (mpEnemy->CheckForTeamMate(mpEnemyDog->mfCallBackupRange * 1.5f, false) &&
 				mpEnemy->CheckForTeamMate(8, true) == false) {
 				float fPlayerDist = mpMover->DistanceToChar(mpInit->mpPlayer->GetCharacterBody());
diff --git a/engines/hpl1/penumbra-overture/GameEnemy_Spider.cpp b/engines/hpl1/penumbra-overture/GameEnemy_Spider.cpp
index cc13074b38e..8000f0c465f 100644
--- a/engines/hpl1/penumbra-overture/GameEnemy_Spider.cpp
+++ b/engines/hpl1/penumbra-overture/GameEnemy_Spider.cpp
@@ -312,7 +312,7 @@ bool cGameEnemyState_Spider_Hunt::OnHearNoise(const cVector3f &avPosition, float
 			// Check if a node is found near the sound.
 			cAINode *pNode = mpMover->GetAINodeAtPosInRange(avPosition, 0.0f, 5.0f, true, 0.1f);
 			if (pNode) {
-				// Update last player postion.
+				// Update last player position.
 				mbLostPlayer = false;
 				mfUpdatePathCount = 0;
 				mpEnemy->SetLastPlayerPos(pNode->GetPosition());
diff --git a/engines/hpl1/penumbra-overture/GameEnemy_Worm.cpp b/engines/hpl1/penumbra-overture/GameEnemy_Worm.cpp
index 62e2b5cbee0..a93dd99ac4e 100644
--- a/engines/hpl1/penumbra-overture/GameEnemy_Worm.cpp
+++ b/engines/hpl1/penumbra-overture/GameEnemy_Worm.cpp
@@ -348,7 +348,7 @@ bool cGameEnemyState_Worm_Hunt::OnHearNoise(const cVector3f &avPosition, float a
 			// Check if a node is found near the sound.
 			cAINode *pNode = mpMover->GetAINodeAtPosInRange(avPosition, 0.0f, 5.0f, true, 0.1f);
 			if (pNode) {
-				// Update last player postion.
+				// Update last player position.
 				mbLostPlayer = false;
 				mfUpdatePathCount = 0;
 				mpEnemy->SetLastPlayerPos(pNode->GetPosition());
@@ -736,9 +736,9 @@ void cGameEnemy_Worm::OnUpdate(float afTimeStep) {
 		cWormTailSegment *pSegment = mvTailSegments[i];
 
 		//////////////////////////////////
-		// Change postion of segment
+		// Change position of segment
 
-		// Get add newer pos and smooth all the previuos
+		// Get add newer pos and smooth all the previous
 		cVector3f vPrevPos = pSegment->mvPostion;
 		pSegment->mlstPositions.push_back(vSegBackPos);
 		if ((int)pSegment->mlstPositions.size() > mlMaxSegmentPostions) {
diff --git a/engines/hpl1/penumbra-overture/HudModel_Weapon.cpp b/engines/hpl1/penumbra-overture/HudModel_Weapon.cpp
index d717dc8977e..8a0eaa15dbb 100644
--- a/engines/hpl1/penumbra-overture/HudModel_Weapon.cpp
+++ b/engines/hpl1/penumbra-overture/HudModel_Weapon.cpp
@@ -633,7 +633,7 @@ void cHudModel_WeaponMelee::Attack() {
 	}
 
 	////////////////////////////////////////////
-	// Check with ray and see a closer material can be found.
+	// Check with ray and see if a closer material can be found.
 	{
 		float fAttackRange = mvAttacks[mlCurrentAttack].mfAttackRange;
 
@@ -645,7 +645,7 @@ void cHudModel_WeaponMelee::Attack() {
 
 		if (mRayCallback.mpClosestBody) {
 			// Use ray cast to check hit as well
-			// Check first if body has not allready been hit.
+			// Check first if body has not already been hit.
 			if (m_setHitBodies.find(mRayCallback.mpClosestBody) == m_setHitBodies.end()) {
 				HitBody(mRayCallback.mpClosestBody);
 			}
diff --git a/engines/hpl1/penumbra-overture/PlayerHands.cpp b/engines/hpl1/penumbra-overture/PlayerHands.cpp
index 56eaf047665..e9e321af893 100644
--- a/engines/hpl1/penumbra-overture/PlayerHands.cpp
+++ b/engines/hpl1/penumbra-overture/PlayerHands.cpp
@@ -606,7 +606,7 @@ void cPlayerHands::UpdatePrevPostions() {
 		mlstRotations.pop_front();
 
 	///////////////////////////////////////
-	// Get the current camera postion and rotation
+	// Get the current camera position and rotation
 	cVector3f vRotation(0, 0, 0);
 	cVector3f vPosition(0, 0, 0);
 	float fRotNum = 0;
diff --git a/engines/hpl1/penumbra-overture/PlayerHelper.cpp b/engines/hpl1/penumbra-overture/PlayerHelper.cpp
index 7d537a65a94..15cabc23ac7 100644
--- a/engines/hpl1/penumbra-overture/PlayerHelper.cpp
+++ b/engines/hpl1/penumbra-overture/PlayerHelper.cpp
@@ -2208,7 +2208,7 @@ void cPlayerHidden::UpdateEnemyTooClose(float afTimeStep) {
 				if (fAngle > pCam->GetFOV() * 0.5f)
 					continue;
 
-				// Check if ther is a line of sight
+				// Check if there is a line of sight
 				mbIntersected = false;
 				pPhysicsWorld->CastRay(this, pCam->GetPosition(), pCharBody->GetPosition(),
 									   false, false, false, false);
diff --git a/engines/hpl1/penumbra-overture/PlayerState_Interact.cpp b/engines/hpl1/penumbra-overture/PlayerState_Interact.cpp
index 8da304ce5bd..9c01b15f6a3 100644
--- a/engines/hpl1/penumbra-overture/PlayerState_Interact.cpp
+++ b/engines/hpl1/penumbra-overture/PlayerState_Interact.cpp
@@ -385,7 +385,7 @@ void cPlayerState_Grab::EnterState(iPlayerState *apPrevState) {
 	}
 	mpPlayer->SetSpeedMul(mfSpeedMul);
 
-	// If we want to use the normal mass,reset the divison
+	// If we want to use the normal mass, reset the division
 	if (mpPlayer->mbUseNormalMass)
 		mpPushBody->SetMass(mfDefaultMass);
 
diff --git a/engines/hpl1/penumbra-overture/SaveHandler.cpp b/engines/hpl1/penumbra-overture/SaveHandler.cpp
index a6f5f42e927..7cab29acace 100644
--- a/engines/hpl1/penumbra-overture/SaveHandler.cpp
+++ b/engines/hpl1/penumbra-overture/SaveHandler.cpp
@@ -185,7 +185,7 @@ void cSavedGame::ResetGlobalData() {
 cSavedWorld *cSavedGame::GetSavedWorld(const tString &asName) {
 	tString sLowName = cString::ToLowerCase(asName);
 
-	// See if world allready exists
+	// See if world already exists
 	cContainerListIterator<cSavedWorld *> it = mlstWorlds.GetIterator();
 	while (it.HasNext()) {
 		cSavedWorld *pWorld = it.Next();




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