[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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