[Scummvm-git-logs] scummvm master -> 0e31a0845fda4d29f011f3f3c3241b03ec76510e

bluegr noreply at scummvm.org
Sun Aug 25 20:31:27 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:
0e31a0845f JANITORIAL: ICB: Fix typos in comments


Commit: 0e31a0845fda4d29f011f3f3c3241b03ec76510e
    https://github.com/scummvm/scummvm/commit/0e31a0845fda4d29f011f3f3c3241b03ec76510e
Author: Hubert Maier (raziel- at users.noreply.github.com)
Date: 2024-08-25T23:31:24+03:00

Commit Message:
JANITORIAL: ICB: Fix typos in comments

Changed paths:
    engines/icb/animation.cpp
    engines/icb/animation_mega_set.cpp
    engines/icb/barriers.cpp
    engines/icb/bone.cpp
    engines/icb/camera.cpp
    engines/icb/chi.cpp
    engines/icb/common/px_array.h
    engines/icb/common/px_scriptengine.h
    engines/icb/floors.cpp
    engines/icb/floors.h
    engines/icb/fn_animation.cpp
    engines/icb/fn_fx_pc.cpp
    engines/icb/fn_icon_functions.cpp
    engines/icb/fn_interact.cpp
    engines/icb/fn_movie_pc.cpp
    engines/icb/function.cpp
    engines/icb/game_script.cpp
    engines/icb/general_npc_animation.cpp
    engines/icb/gfx/psx_pxactor.h
    engines/icb/global_objects.cpp
    engines/icb/logic.cpp
    engines/icb/map_marker.cpp
    engines/icb/map_marker_pc.cpp
    engines/icb/mega_interaction.cpp
    engines/icb/mission.cpp
    engines/icb/object_structs.h
    engines/icb/options_manager_pc.cpp
    engines/icb/p4_pc.cpp
    engines/icb/player.cpp
    engines/icb/player.h
    engines/icb/player_interaction.cpp
    engines/icb/prim_route_builder.cpp
    engines/icb/remora.h
    engines/icb/remora_pc.cpp
    engines/icb/res_man.cpp
    engines/icb/res_man.h
    engines/icb/res_man_pc.cpp
    engines/icb/route_manager.cpp
    engines/icb/session.cpp
    engines/icb/session.h
    engines/icb/set_pc.cpp
    engines/icb/sound.cpp
    engines/icb/sound/music_manager.cpp
    engines/icb/sound/speech_manager.cpp
    engines/icb/speech.cpp
    engines/icb/speech_pc.cpp
    engines/icb/stage_poly.cpp
    engines/icb/stagedraw_pc_poly.cpp
    engines/icb/surface_manager.cpp
    engines/icb/surface_manager.h
    engines/icb/text_sprites.cpp
    engines/icb/text_sprites.h


diff --git a/engines/icb/animation.cpp b/engines/icb/animation.cpp
index 73f3a4c48f2..f8300bfa79f 100644
--- a/engines/icb/animation.cpp
+++ b/engines/icb/animation.cpp
@@ -120,7 +120,7 @@ mcodeFunctionReturnCodes _game_session::fn_prop_animate(int32 &, int32 *params)
 		}
 	}
 
-	// didnt find the named anim so thats it
+	// didn't find the named anim so that's it
 	Tdebug("objects_that_died.txt", "_game_session::fn_prop_animate object %s cant find anim %s", CGameObject::GetName(object), anim_name);
 	Shut_down_object("by fn_prop_animate");
 	return (IR_STOP);
@@ -150,7 +150,7 @@ mcodeFunctionReturnCodes _game_session::fn_prop_set_to_last_frame(int32 &, int32
 		}
 	}
 
-	// didnt find the named anim so thats it
+	// didn't find the named anim so that's it
 	Tdebug("objects_that_died.txt", "fn_prop_set_to_last_frame object %s cant find anim %s", CGameObject::GetName(object), anim_name);
 	Shut_down_object("by fn_prop_set_to_last_frame");
 
@@ -180,7 +180,7 @@ mcodeFunctionReturnCodes _game_session::fn_prop_set_to_first_frame(int32 &, int3
 		}
 	}
 
-	// didnt find the named anim so thats it
+	// didn't find the named anim so that's it
 	Tdebug("objects_that_died.txt", "fn_prop_set_to_first_frame object %s cant find anim %s", CGameObject::GetName(object), anim_name);
 	Message_box("fn_prop_set_to_first_frame object %s cant find anim %s", CGameObject::GetName(object), anim_name);
 	Shut_down_object("by fn_prop_set_to_first_frame");
@@ -344,7 +344,7 @@ mcodeFunctionReturnCodes _game_session::fn_inherit_prop_anim_height_id(int32 &,
 		}
 	}
 
-	// didnt find the named anim so thats it
+	// didn't find the named anim so that's it
 	Fatal_error("fn_inherit_prop_anim_height_id object [%s] prop [%s] cant find anim [%s]", CGameObject::GetName(object), LinkedDataObject::Fetch_items_name_by_number(objects, params[0]), anim_name);
 	return (IR_STOP);
 }
@@ -435,7 +435,7 @@ mcodeFunctionReturnCodes _game_session::fn_inherit_prop_anim_height(int32 &, int
 		}
 	}
 
-	// didnt find the named anim so thats it
+	// didn't find the named anim so that's it
 	Fatal_error("fn_inherit_prop_anim_height object [%s] prop [%s] cant find anim [%s]", CGameObject::GetName(object), prop_name, anim_name);
 	return (IR_STOP); //
 }
diff --git a/engines/icb/animation_mega_set.cpp b/engines/icb/animation_mega_set.cpp
index 589042f80fd..26c0ce8ca6e 100644
--- a/engines/icb/animation_mega_set.cpp
+++ b/engines/icb/animation_mega_set.cpp
@@ -281,11 +281,12 @@ bool8 _vox_image::Init_custom_animation(const char *anim) {
 
 	// check for no weapon being set
 	if (custom == FALSE8 /*__NONE*/) {
-// custom must be in the current weapon set - bah, shouldnt have done it like this - its daft
-		// rav (or equiverlant always come from pcp directory...
+		// custom must be in the current weapon set - bah, shouldn't have done it like this - it's daft
+		
+		// rav (or equivalent) always come from pcp directory...
 		len = Common::sprintf_s(custom_image_path_rav, "%s\\", weapon_text[MS->Fetch_cur_megas_pose()]);
 
-		// rai (or equiverlant always come from base path...
+		// rai (or equivalent) always come from base path...
 		len = Common::sprintf_s(custom_image_path_rai, "%s\\", weapon_text[MS->Fetch_cur_megas_pose()]);
 
 		// pose mesh name
@@ -293,7 +294,8 @@ bool8 _vox_image::Init_custom_animation(const char *anim) {
 
 		custom_pose_hash = HashString(custom_pose_name);
 	} else {
-// we have specified a custom type - i.e. the anim is not part of the current weapon set, but instead sits parallel to weapon directory
+		// we have specified a custom type - i.e. the anim is not part of the current weapon set, but
+		// instead sits parallel to weapon directory
 		len = Common::sprintf_s(custom_image_path_rav, "%s\\", MS->Fetch_cur_megas_custom_text());
 		len = Common::sprintf_s(custom_image_path_rai, "%s\\", MS->Fetch_cur_megas_custom_text());
 		len = Common::sprintf_s(custom_pose_name, "%s\\pose.rap", MS->Fetch_cur_megas_custom_text());
@@ -358,7 +360,7 @@ bool8 _game_session::Start_generic_ascii_anim(const char *ascii_name) {
 	// search for named anim and setup if found
 	uint32 k;
 
-	// search for the named generic anim - cant use __ANIM_NAME from script unfortunately
+	// search for the named generic anim - can't use __ANIM_NAME from script unfortunately
 	for (k = 0; k < __TOTAL_ANIMS; k++) {
 		// we must search the table
 
@@ -387,7 +389,7 @@ __mega_set_names _game_session::Fetch_generic_anim_from_ascii(const char *ascii_
 	// pass name of a generic anim and return the type
 	uint32 k;
 
-	// search for the named generic anim - cant use __ANIM_NAME from script unfortunately
+	// search for the named generic anim - can't use __ANIM_NAME from script unfortunately
 	for (k = 0; k < __TOTAL_ANIMS; k++) {
 		if (!strcmp(const_cast<char *>(ascii_name), master_anim_name_table[k].name)) {
 			// found!
diff --git a/engines/icb/barriers.cpp b/engines/icb/barriers.cpp
index a9bd1f186f1..6320734a564 100644
--- a/engines/icb/barriers.cpp
+++ b/engines/icb/barriers.cpp
@@ -264,7 +264,7 @@ __barrier_result _game_session::Check_barrier_bump_and_bounce(PXreal newx, PXrea
 			return (result);
 	}
 	if ((!made_adjust) && (MS->player.player_status != RUNNING) && (MS->player.player_status != WALKING)) {
-		// didnt hit a normal barrier so check if we hit a stair or ladder barrier
+		// didn't hit a normal barrier so check if we hit a stair or ladder barrier
 
 		// check for stair entry complience - oh yes
 		for (j = 0; j < num_stairs; j++) {
@@ -472,7 +472,7 @@ __barrier_result _game_session::Check_this_barrier(RouteBarrier *bar, PXreal new
 					else if (pdist < 0)
 						normalAngle = bar->m_pan - QUARTER_TURN;
 				} else {
-					// cant adjust
+					// can't adjust
 					return (__BLOCKED);
 				}
 			} else
@@ -1113,7 +1113,7 @@ void _barrier_handler::Prepare_animating_barriers() {
 
 							bar = Fetch_barrier(bars[i]);
 
-							if (l == total_anim_bars) { // didnt find in list
+							if (l == total_anim_bars) { // didn't find in list
 								Tdebug("anim_barriers.txt", "     new barrier %d  x%3.2f y%3.2f z%3.2f", bars[i], bar->m_x1, bar->m_bottom,
 								       bar->m_z1);
 
@@ -1286,7 +1286,7 @@ void _barrier_handler::Prepare_animating_barriers() {
 						// get the prop number
 						uint32 prop_number = LinkedDataObject::Fetch_item_number_by_name(MS->prop_anims, (const char *)LinkedDataObject::Fetch_items_name_by_number(MS->prop_anims, j));
 
-						// gotta check for anims with no equivelent game objects
+						// gotta check for anims with no equivalent game objects
 						if (prop_number != 0xffffffff) {
 							Tdebug("anim_barriers.txt", "  listing as prop number %d", anim_slices[cur_slice].num_props_in_slice);
 							// ok, add the prop to the slices list of props
diff --git a/engines/icb/bone.cpp b/engines/icb/bone.cpp
index 8baec086556..428c894b024 100644
--- a/engines/icb/bone.cpp
+++ b/engines/icb/bone.cpp
@@ -265,7 +265,7 @@ void UpdatePlayerLook() {
 		PXreal dx, dy, dz;
 		int32 playerEye;
 
-		// get postion of players head
+		// get position of players head
 
 		// raw position (foot)
 		log->GetPosition(px, py, pz);
@@ -278,7 +278,7 @@ void UpdatePlayerLook() {
 		// height increases to eye...
 		py += playerEye;
 
-		// get position of targetting object
+		// get position of targeting object
 
 		target = MS->logic_structs[sel_id];
 
@@ -365,7 +365,7 @@ void UpdatePlayerLook() {
 		if ((status == STATUS_BODY) && (!armed))
 			status = STATUS_NONE;
 
-		// if looking with head but armed then status is none (in preperation for going to STATUS_HEAD)
+		// if looking with head but armed then status is none (in preparation for going to STATUS_HEAD)
 		if ((status == STATUS_HEAD) && (armed))
 			status = STATUS_NONE;
 
@@ -420,7 +420,7 @@ void UpdatePlayerLook() {
 		}
 	}
 
-	// dont do an update here...
+	// don't do an update here...
 }
 
 mcodeFunctionReturnCodes fn_set_neck_bone(int32 &result, int32 *params) { return (MS->fn_set_neck_bone(result, params)); }
diff --git a/engines/icb/camera.cpp b/engines/icb/camera.cpp
index 4ce2b990b5f..59f58b368fa 100644
--- a/engines/icb/camera.cpp
+++ b/engines/icb/camera.cpp
@@ -124,7 +124,7 @@ void _game_session::Build_camera_table() {
 			while ((k < num_cameras) && (strcmp(camera_name_list[k], (((char *)floor) + floor->camera_name_offset))))
 				++k;
 
-			if (k == num_cameras) { // didnt find this camera
+			if (k == num_cameras) { // didn't find this camera
 				Zdebug(" new camera %d [%s] [%s]", num_cameras, (((char *)floor) + floor->camera_name_offset), floor->camera_cluster);
 				camera_name_list[num_cameras] = (((char *)floor) + floor->camera_name_offset); // add camera name to list of names
 				camera_cluster_list[num_cameras] = floor->camera_cluster;
@@ -337,9 +337,9 @@ void _game_session::Camera_director() {
 	// not on a WA camera so check via the floor rects
 
 	if (this_rect == PXNULL) { // object not on a rect??
-		// we cant pick a camera set view
+		// we can't pick a camera set view
 		// if a set is set up then that will continue to be used
-		// if there isnt a set at all (this is first cycle) then engine will switch to nethack mode
+		// if there isn't a set at all (this is first cycle) then engine will switch to nethack mode
 		return;
 	}
 
diff --git a/engines/icb/chi.cpp b/engines/icb/chi.cpp
index 2bac313f74c..d4740317e65 100644
--- a/engines/icb/chi.cpp
+++ b/engines/icb/chi.cpp
@@ -480,7 +480,7 @@ bool8 _game_session::Process_chi() {
 					return TRUE8;
 				}
 
-				// if cant see the player but would expect to (he's moved) then forget this and catch him up
+				// if can't see the player but would expect to (he's moved) then forget this and catch him up
 				if (!g_oLineOfSight->ObjectToObject(cur_id, player.Fetch_player_id(), LIGHT, 0, _line_of_sight::USE_OBJECT_VALUE, TRUE8)) {
 					// exit this mode
 					PXreal x2 = logic_structs[player.Fetch_player_id()]->mega->actor_xyz.x;
@@ -536,7 +536,7 @@ bool8 _game_session::Process_chi() {
 						return TRUE8;
 					}
 				} else if (chi_has_target) {
-					// cant shoot
+					// can't shoot
 					chi_do_mode = __TURN_TO_FACE_OBJECT;
 				} else {
 					// no target
@@ -598,7 +598,7 @@ bool8 _game_session::Process_chi() {
 						return TRUE8;
 					} else {
 						// ok, back to script
-						// script interpretter shouldnt write a pc back
+						// script interpreter shouldn't write a pc back
 
 						chi_do_mode = __INTERACT_FOLLOW;
 
@@ -621,7 +621,7 @@ bool8 _game_session::Process_chi() {
 					// 4  0=no turn-on-spot   1=yes
 					// 5  end on stand
 					if (!Setup_route(result, (int32)x, (int32)z, run, __ENDB, TRUE8)) {
-						// route failed or was no route required which in theory cant happen - so we take it as
+						// route failed or was no route required which in theory can't happen - so we take it as
 						// route failed to build
 						Tdebug("chi.txt", "  route failed");
 						Setup_route(result, (int32)x, (int32)z, 1, __LASER, TRUE8);
@@ -649,7 +649,7 @@ bool8 _game_session::Process_chi() {
 					session_barriers->Clear_route_barrier_mask();
 
 					if (!route_res) {
-						// route failed or was no route required which in theory cant happen - so we take it as
+						// route failed or was no route required which in theory can't happen - so we take it as
 						// route failed to build
 						Tdebug("chi.txt", "  bumble route failed");
 
@@ -708,7 +708,7 @@ bool8 _game_session::Process_chi() {
 						session_barriers->Clear_route_barrier_mask();
 
 						if (!route_res) {
-							// route failed or was no route required which in theory cant happen - so we take it
+							// route failed or was no route required which in theory can't happen - so we take it
 							// as route failed to build
 							if (result == FALSE8)
 								Setup_route(result, (int32)x, (int32)z, run, __LASER, eos);
diff --git a/engines/icb/common/px_array.h b/engines/icb/common/px_array.h
index c52f375d1b1..7de974ee533 100644
--- a/engines/icb/common/px_array.h
+++ b/engines/icb/common/px_array.h
@@ -97,7 +97,7 @@ Type &T_MYACTARRAY::operator[](uint32 n) {
 
 MY_TEMPLATE
 const Type &T_MYACTARRAY::operator[](uint32 n) const {
-	// It is permissable to look at an element that has not been defined, as the constructor assures
+	// It is permissible to look at an element that has not been defined, as the constructor assures
 	// that the contents are valid
 	if (n >= m_userPosition) {
 		// Remove any 'constness' for a resize
@@ -198,7 +198,7 @@ Type *&T_MYPTRARRAY::operator[](uint32 n) {
 
 MY_TEMPLATE
 const Type *&T_MYPTRARRAY::operator[](uint32 n) const {
-	// It is permissable to look at an element that has not been defined, as it will be defined as NULL
+	// It is permissible to look at an element that has not been defined, as it will be defined as NULL
 	if (n >= m_userPosition) {
 		(const_cast<rcAutoPtrArray<Type> *>(this))->ResizeArray(n);
 		(const_cast<rcAutoPtrArray<Type> *>(this))->m_userPosition = n + 1;
@@ -301,7 +301,7 @@ template <class Type> Type &rcIntArray<Type>::operator[](uint32 index) {
 
 // This version of [] allows the array to be part of a const function
 template <class Type> const Type rcIntArray<Type>::operator[](uint32 index) const {
-	// It is permissable to look at an element that has not been defined, as it will have been set to 0
+	// It is permissible to look at an element that has not been defined, as it will have been set to 0
 	if (index >= m_userPosition) {
 		// Remove any 'constness' for a resize
 		(const_cast<rcIntArray<Type> *>(this))->ResizeArray(index);
diff --git a/engines/icb/common/px_scriptengine.h b/engines/icb/common/px_scriptengine.h
index 2956027df5d..f4d3b8b503b 100644
--- a/engines/icb/common/px_scriptengine.h
+++ b/engines/icb/common/px_scriptengine.h
@@ -39,7 +39,7 @@ namespace ICB {
 enum scriptInterpreterReturnCodes {
 	IR_RET_END_THE_CYCLE = 0,   // done enough this cycle
 	IR_RET_SCRIPT_FINISHED = 1, // current script has finished and hit closing brace
-	IR_RET_CONT_THIS_CYCLE = 2  // FN_ returned an IR_TERMINATE to interpretter so we just go around - new script or gosub
+	IR_RET_CONT_THIS_CYCLE = 2  // FN_ returned an IR_TERMINATE to interpreter so we just go around - new script or gosub
 };
 
 scriptInterpreterReturnCodes RunScript(const char *&scriptData, // A pointer to the script data that can be modified
diff --git a/engines/icb/floors.cpp b/engines/icb/floors.cpp
index c04ff754474..da5c019c075 100644
--- a/engines/icb/floors.cpp
+++ b/engines/icb/floors.cpp
@@ -161,7 +161,7 @@ bool8 _floor_world::On_a_floor(_mega *mega) {
 void _floor_world::Align_with_floor(_mega *mega) {
 	uint32 j;
 
-	// check against actualy heights
+	// check against actual heights
 	for (j = 0; j < total_heights; j++) {
 		if (mega->actor_xyz.y == heights[j])
 			return;
@@ -181,7 +181,7 @@ PXreal _floor_world::Return_true_y(PXreal y) {
 	// used by walk area camera director
 	uint32 j;
 
-	// check against actualy heights
+	// check against actual heights
 	for (j = 0; j < total_heights; j++)
 		if (y == heights[j])
 			return y;
@@ -202,7 +202,7 @@ _floor_world::~_floor_world() {
 }
 
 uint32 _floor_world::Fetch_floor_number_by_name(const char *name) {
-	// return a pointer to a named floor to an external routine - most likely a fn_funtion
+	// return a pointer to a named floor to an external routine - most likely a fn_function
 	return (LinkedDataObject::Fetch_item_number_by_name(floors, name));
 }
 
diff --git a/engines/icb/floors.h b/engines/icb/floors.h
index 9d160bc13ff..404695ab42e 100644
--- a/engines/icb/floors.h
+++ b/engines/icb/floors.h
@@ -103,12 +103,12 @@ inline int32 _floor_world::Fetch_total_heights() { return (total_heights); }
 inline uint32 _floor_world::Fetch_total_floors() { return (total_floors); }
 
 inline _floor *_floor_world::Fetch_named_floor(const char *name) {
-	// return a pointer to a named floor to an external routine - most likely a fn_funtion
+	// return a pointer to a named floor to an external routine - most likely a fn_function
 	return ((_floor *)LinkedDataObject::Fetch_item_by_name(floors, name));
 }
 
 inline _floor *_floor_world::Fetch_floor_number(uint32 num) {
-	// return a pointer to a named floor to an external routine - most likely a fn_funtion
+	// return a pointer to a named floor to an external routine - most likely a fn_function
 	return ((_floor *)LinkedDataObject::Fetch_item_by_number(floors, num));
 }
 
diff --git a/engines/icb/fn_animation.cpp b/engines/icb/fn_animation.cpp
index 81eaa626e9b..b0fb3e12dc4 100644
--- a/engines/icb/fn_animation.cpp
+++ b/engines/icb/fn_animation.cpp
@@ -1274,7 +1274,7 @@ mcodeFunctionReturnCodes _game_session::fn_sync_with_mega(int32 &, int32 *params
 	if (!L->looping) {
 		L->list[0] = LinkedDataObject::Fetch_item_number_by_name(objects, mega_name);
 		L->list[1] = 42;    // we are here
-		L->looping = TRUE8; // dont do this again
+		L->looping = TRUE8; // don't do this again
 	}
 
 	if (logic_structs[L->list[0]]->list[1] == 42) {
@@ -1322,11 +1322,11 @@ mcodeFunctionReturnCodes _game_session::fn_new_apply_bullet(int32 &, int32 *para
 	// default is 1
 	int32 shotType = CGameObject::GetIntegerValueOrDefault(object, "gun_effects", 1);
 
-	// if mega then do dynamic light (only if shotType isnt 0
+	// if mega then do dynamic light (only if shotType isn't 0)
 	if ((logic_structs[cur_id]->image_type == VOXEL) && (shotType == 1)) {
 		// dynamic light
 		M->SetDynamicLight(1, 255, 255, 255, 0, 150, 100, 200); // 2 metres
-		// Hey we are shooting someone (muzzle flash on / cartridge case on (we my want to split this!)
+		// Hey we are shooting someone (muzzle flash on / cartridge case on) - we may want to split this!
 		M->is_shooting = TRUE8;
 	}
 
@@ -1365,7 +1365,7 @@ mcodeFunctionReturnCodes _game_session::fn_new_apply_bullet(int32 &, int32 *para
 
 				// kick kinematic for the player if we are shooting the player
 				if (tid == player.Fetch_player_id()) {
-					MS->player.being_shot = 3;            // cant shoot for 3 cycles (engine anim over three frames)
+					MS->player.being_shot = 3;            // can't shoot for 3 cycles (engine anim over three frames)
 					MS->player.shot_by_id = (int8)cur_id; // shot by us...!
 
 					CGame *ob = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, player.Fetch_player_id());
@@ -1464,7 +1464,7 @@ mcodeFunctionReturnCodes _game_session::fn_apply_anim_y(int32 &, int32 *params)
 
 	const char *anim_name = (const char *)MemoryUtil::resolvePtr(params[0]);
 
-	// search for the named generic anim - cant use __ANIM_NAME from script unfortunately
+	// search for the named generic anim - can't use __ANIM_NAME from script unfortunately
 	for (k = 0; k < __TOTAL_ANIMS; k++) {
 		// we must search the table
 		if (!strcmp(anim_name, master_anim_name_table[k].name)) {
diff --git a/engines/icb/fn_fx_pc.cpp b/engines/icb/fn_fx_pc.cpp
index a4f214eb210..e733f1edadf 100644
--- a/engines/icb/fn_fx_pc.cpp
+++ b/engines/icb/fn_fx_pc.cpp
@@ -66,7 +66,7 @@ mcodeFunctionReturnCodes _game_session::fx_narrow_screen(int32 &, int32 *params)
 		surface_manager->BorderGreen() = (uint8)green;
 		surface_manager->BorderBlue() = (uint8)blue;
 
-		// Semi-non-persistance(ish)... If percentage is not 0 make sure we start from 0
+		// Semi-non-persistence(ish)... If percentage is not 0 make sure we start from 0
 		if (percent) {
 			border.top = 0;
 			border.bottom = SCREEN_DEPTH;
diff --git a/engines/icb/fn_icon_functions.cpp b/engines/icb/fn_icon_functions.cpp
index c769b42dc0b..c9a5d2e0b32 100644
--- a/engines/icb/fn_icon_functions.cpp
+++ b/engines/icb/fn_icon_functions.cpp
@@ -204,11 +204,11 @@ mcodeFunctionReturnCodes _game_session::fn_add_ammo_clips(int32 &result, int32 *
 		player.AddAmmoClips((uint32)params[0], bFlashIcons);
 
 		result = 0;
-	} else { // cant take all that were offered
+	} else { // can't take all that were offered
 		// Call the function that does the work.
 		player.AddAmmoClips(can_take, bFlashIcons); // take max we can take
 
-		result = params[0] - can_take; // leave behind those we cant take
+		result = params[0] - can_take; // leave behind those we can't take
 	}
 
 	// Preload the icon for PSX smoothing.
diff --git a/engines/icb/fn_interact.cpp b/engines/icb/fn_interact.cpp
index 524d4dfde22..b26dc9eb82c 100644
--- a/engines/icb/fn_interact.cpp
+++ b/engines/icb/fn_interact.cpp
@@ -100,7 +100,7 @@ mcodeFunctionReturnCodes _game_session::fn_clear_interacting(int32 &, int32 *) {
 }
 
 mcodeFunctionReturnCodes _game_session::fn_route_to_generic_prop_interact(int32 &result, int32 *params) {
-	// WALK-TO interact with a prop BUT DOESNT play a generic animation
+	// WALK-TO interact with a prop BUT DOESN'T play a generic animation
 	// will call a trigger script if finds marker and script
 
 	// params        0   name of generic animation
@@ -119,7 +119,7 @@ mcodeFunctionReturnCodes _game_session::fn_route_to_generic_prop_interact(int32
 }
 
 mcodeFunctionReturnCodes _game_session::fn_route_to_custom_prop_interact(int32 &result, int32 *params) {
-	// WALK-TO interact with a prop BUT DOESNT play a custom non generic animation
+	// WALK-TO interact with a prop BUT DOESN'T play a custom non generic animation
 	// then return to script
 
 	// params        0   name of custom animation
diff --git a/engines/icb/fn_movie_pc.cpp b/engines/icb/fn_movie_pc.cpp
index c5adf6af8c4..105a197fc5e 100644
--- a/engines/icb/fn_movie_pc.cpp
+++ b/engines/icb/fn_movie_pc.cpp
@@ -69,7 +69,7 @@ mcodeFunctionReturnCodes _game_session::fn_play_movie(int32 &, int32 *params) {
 }
 
 void Init_play_movie(const char *param0, bool8 param1) {
-	// Stop all sounds occuring
+	// Stop all sounds occurring
 	PauseSounds();
 
 	const char *moviename = (const char *)param0;
diff --git a/engines/icb/function.cpp b/engines/icb/function.cpp
index 0063dc7adc0..22258952131 100644
--- a/engines/icb/function.cpp
+++ b/engines/icb/function.cpp
@@ -397,7 +397,7 @@ mcodeFunctionReturnCodes _game_session::socket_force_new_logic(int32 &, int32 *p
 	if (g_px->socket_watch)
 		Message_box("socket_force_new_logic - obj %s, script %s", CGameObject::GetName(socket_object), script_name);
 
-	// now try and find a script with the passed extention i.e. ???::looping
+	// now try and find a script with the passed extension i.e. ???::looping
 	for (uint32 k = 0; k < CGameObject::GetNoScripts(socket_object); k++) {
 		// now check for actual script name
 		if (script_hash == CGameObject::GetScriptNamePartHash(socket_object, k)) {
@@ -428,7 +428,7 @@ mcodeFunctionReturnCodes _game_session::socket_force_new_logic(int32 &, int32 *p
 		}
 	}
 
-	// didnt find the script in the target
+	// didn't find the script in the target
 	// shut that object down as its full of holes!
 
 	Fatal_error("socket_force_new_logic can't find script - obj %s, script %s", CGameObject::GetName(socket_object), script_name);
@@ -846,7 +846,7 @@ mcodeFunctionReturnCodes _game_session::fn_call_socket(int32 &result, int32 *par
 	if (socket_id == 0xffffffff)
 		Fatal_error("fn_call_socket couldnt find object [%s]", target_object_name);
 
-	// now try and find a script with the passed extention i.e. ???::looping
+	// now try and find a script with the passed extension i.e. ???::looping
 	for (uint32 k = 0; k < CGameObject::GetNoScripts(socket_object); k++) {
 		// now check for actual script name
 		if (script_hash == CGameObject::GetScriptNamePartHash(socket_object, k)) {
@@ -914,7 +914,7 @@ bool8 _game_session::Call_socket(uint32 id, const char *script, int32 *retval) {
 	// set this for socket fn_ functions
 	socket_id = id;
 
-	// now try and find a script with the passed extention i.e. ???::looping
+	// now try and find a script with the passed extension i.e. ???::looping
 	for (uint32 k = 0; k < CGameObject::GetNoScripts(socket_object); k++) {
 		// skip past the object:: aspect
 
@@ -1152,7 +1152,7 @@ mcodeFunctionReturnCodes _game_session::fn_can_mega_see_dead_megas(int32 &result
 		if (cur_id != voxel_id_list[j]) {
 			if ((logic_structs[voxel_id_list[j]]->mega->dead) &&                  // dead
 			    (logic_structs[voxel_id_list[j]]->ob_status != OB_STATUS_HELD)) { // not held
-				// found a dead mega who isnt us - is it on our floor?
+				// found a dead mega who isn't us - is it on our floor?
 
 				// same camera means same floor
 				if (floor_to_camera_index[L->owner_floor_rect] == floor_to_camera_index[logic_structs[voxel_id_list[j]]->owner_floor_rect]) {
@@ -1544,7 +1544,7 @@ extern _player_stat player_stat_table[__TOTAL_WEAPONS];
 mcodeFunctionReturnCodes _game_session::fn_set_player_pose(int32 &, int32 *params) {
 	// change/set the weapon type
 	// set instantly - i.e. init the _vox_image
-	// sets players status to equivelent mode
+	// sets players status to equivalent mode
 
 	//	params   0 ascii name of pose - should be compatible with weapon_text
 
@@ -2705,7 +2705,7 @@ mcodeFunctionReturnCodes _game_session::fn_switch_off_the_really_neat_and_specia
 
 mcodeFunctionReturnCodes _game_session::fn_preload_custom_mega_anim(int32 &result, int32 *params) {
 	// set a resource loading
-	// we have devided fn_functions into types (i.e. mega animations) in-case there are cluster complications
+	// we have divided fn_functions into types (i.e. mega animations) in-case there are cluster complications
 
 	// params    0   name of final anim
 
diff --git a/engines/icb/game_script.cpp b/engines/icb/game_script.cpp
index f1fd06b2afc..7fe68a71549 100644
--- a/engines/icb/game_script.cpp
+++ b/engines/icb/game_script.cpp
@@ -190,7 +190,7 @@ void _game_script::Process_game_script() {
 		}
 		break;
 
-	case 'L': // load a mission, but dont play it
+	case 'L': // load a mission, but don't play it
 		pc += 2;
 
 		Fetch_next_param(p1);
diff --git a/engines/icb/general_npc_animation.cpp b/engines/icb/general_npc_animation.cpp
index a4146b9df7d..20732449ea9 100644
--- a/engines/icb/general_npc_animation.cpp
+++ b/engines/icb/general_npc_animation.cpp
@@ -463,7 +463,7 @@ void _game_session::Animate_turn_to_pan(__mega_set_names anim_type, uint32 speed
 	//PXreal znext = z2 - z1;
 
 	// update pc
-	L->anim_pc = next_pc; // allready computed
+	L->anim_pc = next_pc; // already computed
 
 	// get the pan unwind value of the frame to be printed
 	PXreal pan;
@@ -650,7 +650,7 @@ void _game_session::Soft_start_single_anim(__mega_set_names next_anim) {
 
 	// next anim not in CAPS
 	if ((!L->voxel_info->IsAnimTable(next_anim))) {
-		// cant go on without a major anim - this is not a link so cant just be skipped
+		// can't go on without a major anim - this is not a link so can't just be skipped
 		Shut_down_object("by Soft_start_single_anim next anim dont exist");
 		return;
 	}
@@ -671,7 +671,7 @@ void _game_session::Hard_start_single_anim(__mega_set_names next_anim) {
 
 	// next anim not in CAPS
 	if ((!L->voxel_info->IsAnimTable(next_anim))) {
-		// cant go on without a major anim - this is not a link so cant just be skipped
+		// can't go on without a major anim - this is not a link so can't just be skipped
 		Shut_down_object("by Hard_start_single_anim next anim dont exist");
 		return;
 	}
diff --git a/engines/icb/gfx/psx_pxactor.h b/engines/icb/gfx/psx_pxactor.h
index 0e767dc906d..0b97ba27f77 100644
--- a/engines/icb/gfx/psx_pxactor.h
+++ b/engines/icb/gfx/psx_pxactor.h
@@ -45,7 +45,7 @@ typedef struct psxActor {
 	SVECTOR pos;
 	int32 style;
 
-	// Screen postion
+	// Screen position
 	SVECTOR sPos;
 
 	// Bounding box on the screen
diff --git a/engines/icb/global_objects.cpp b/engines/icb/global_objects.cpp
index 19e13246cc5..5eddc53be19 100644
--- a/engines/icb/global_objects.cpp
+++ b/engines/icb/global_objects.cpp
@@ -65,7 +65,7 @@ res_man *global_text_resman = nullptr;
 LinkedDataFile *global_text;
 
 // route-manager service object
-// doesnt depend on session specific extrernal data so we make it global service
+// doesn't depend on session specific external data so we make it global service
 // gets reset by the session constructor
 // the service exists to facilitate and coordinate the movement of non player characters - the player object has its own stuff
 //_route_manager        router;
diff --git a/engines/icb/logic.cpp b/engines/icb/logic.cpp
index 236ce7d2e99..3db58a201d6 100644
--- a/engines/icb/logic.cpp
+++ b/engines/icb/logic.cpp
@@ -386,7 +386,7 @@ bool8 _mega::Fetch_custom(void) {
 
 void _game_session::Reset_cur_megas_custom_type() {
 	// resets to __NONE the current custom type
-	// this is probably desireable and will save scripters doing it - or not and forgetting
+	// this is probably desirable and will save scripters doing it - or not and forgetting
 
 	if (!M)
 		Fatal_error("%d not a mega but called Reset_cur_megas_custom_type", cur_id);
@@ -713,7 +713,7 @@ mcodeFunctionReturnCodes _game_session::fn_new_script(int32 &, int32 *params) {
 
 	script_hash = HashString(script_name);
 
-	// try and find a script with the passed extention i.e. ???::looping
+	// try and find a script with the passed extension i.e. ???::looping
 	for (k = 0; k < CGameObject::GetNoScripts(object); k++) {
 		if (script_hash == CGameObject::GetScriptNamePartHash(object, k)) {
 			// script k is the one to run
@@ -733,7 +733,7 @@ mcodeFunctionReturnCodes _game_session::fn_new_script(int32 &, int32 *params) {
 			if (L->mega)
 				M->custom = FALSE8; // reset
 
-			// script interpretter shouldnt write a pc back
+			// script interpreter shouldn't write a pc back
 			return (IR_TERMINATE);
 		}
 	}
@@ -756,7 +756,7 @@ mcodeFunctionReturnCodes _game_session::fn_gosub(int32 &, int32 *params) {
 	if (L->logic_level != 1)
 		Fatal_error("object [%s] has performed an illegal gosub", CGameObject::GetName(object));
 
-	// try and find a script with the passed extention i.e. ???::looping
+	// try and find a script with the passed extension i.e. ???::looping
 	for (k = 0; k < CGameObject::GetNoScripts(object); k++) {
 		// now check for actual script name
 		if (script_hash == CGameObject::GetScriptNamePartHash(object, k)) {
@@ -777,7 +777,7 @@ mcodeFunctionReturnCodes _game_session::fn_gosub(int32 &, int32 *params) {
 
 			L->old_looping = 0; // gets popped on dropoff
 
-			// script interpretter shouldnt write a pc back
+			// script interpreter shouldn't write a pc back
 			return (IR_GOSUB);
 		}
 	}
@@ -833,7 +833,7 @@ void _mega::InitDynamicLight(void) {
 	dynLight.ba = 0;            // means nothing for an OMNI
 	dynLight.bs = 0;            // means nothing for an OMNI
 
-	dynLight.states[0].ans2 = 0; // dont think these things are used...
+	dynLight.states[0].ans2 = 0; // don't think these things are used...
 	dynLight.states[0].ane2 = (100 * 1) * (100 * 1);
 
 	dynLight.states[0].m = 128; // no shade...
@@ -949,7 +949,7 @@ void AddDynamicLight(PSXLampList &lamplist, _logic *log) {
 
 void _game_session::UpdateMegaFX() {
 	// first do things which are done for all megas
-	// next do things that are only done for visable ones...
+	// next do things that are only done for visible ones...
 
 	// do the check
 	if (!Object_visible_to_camera(cur_id))
diff --git a/engines/icb/map_marker.cpp b/engines/icb/map_marker.cpp
index 5844ae3300d..bf6d102e0a7 100644
--- a/engines/icb/map_marker.cpp
+++ b/engines/icb/map_marker.cpp
@@ -36,7 +36,7 @@ _map_marker *_marker::Create_new_marker(const char *name) {
 	Zdebug("marker %d", num_markers);
 
 	if (num_markers == MAX_markers)
-		Fatal_error("no room left for more map markers"); // shouldnt happen
+		Fatal_error("no room left for more map markers"); // shouldn't happen
 
 	// set markers name
 	strncpy(marks[num_markers].name, name, MARKER_NAME_LEN);
diff --git a/engines/icb/map_marker_pc.cpp b/engines/icb/map_marker_pc.cpp
index ecf855a487c..029e5ba057a 100644
--- a/engines/icb/map_marker_pc.cpp
+++ b/engines/icb/map_marker_pc.cpp
@@ -35,7 +35,7 @@ namespace ICB {
 
 void _marker::___init() {
 	// read in the session markers file - this is the engine written file not the max Nico file
-	// read data into a structure as it needs to be modifiable and saveable which isnt possible with res_man files
+	// read data into a structure as it needs to be modifiable and saveable which isn't possible with res_man files
 	int32 len;
 
 	Zdebug("\n\n\n-------------*** Init marker file ***-------------");
diff --git a/engines/icb/mega_interaction.cpp b/engines/icb/mega_interaction.cpp
index 90dc9196eda..237de289d08 100644
--- a/engines/icb/mega_interaction.cpp
+++ b/engines/icb/mega_interaction.cpp
@@ -76,7 +76,7 @@ mcodeFunctionReturnCodes _game_session::fn_interact_with_id(int32 &, int32 *para
 	// set this flag to avoid interact with id=0 based problems
 	M->interacting = TRUE8;
 
-	// now try and find a script with the passed extention i.e. ???::looping
+	// now try and find a script with the passed extension i.e. ???::looping
 	for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
 		if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
 			Zdebug("found target interact script", k);
@@ -94,7 +94,7 @@ mcodeFunctionReturnCodes _game_session::fn_interact_with_id(int32 &, int32 *para
 			L->logic_level = 2; // reset to level 2
 			// action script will fall back to looping level 1
 
-			// script interpretter shouldnt write a pc back
+			// script interpreter shouldn't write a pc back
 			return (IR_GOSUB);
 		}
 	}
@@ -135,7 +135,7 @@ mcodeFunctionReturnCodes _game_session::fn_mega_interacts(int32 &, int32 *params
 	// set this flag to avoid interact with id=0 based problems
 	M->interacting = TRUE8;
 
-	// now try and find a script with the passed extention i.e. ???::looping
+	// now try and find a script with the passed extension i.e. ???::looping
 	for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
 		if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
 			Zdebug("found target interact script", k);
@@ -152,7 +152,7 @@ mcodeFunctionReturnCodes _game_session::fn_mega_interacts(int32 &, int32 *params
 			L->logic_level = 2; // reset to level 2
 			// action script will fall back to looping level 1
 
-			// script interpretter shouldnt write a pc back
+			// script interpreter shouldn't write a pc back
 			return (IR_GOSUB);
 		}
 	}
@@ -186,7 +186,7 @@ mcodeFunctionReturnCodes _game_session::fn_mega_generic_interact(int32 &, int32
 	// set this flag to avoid interact with id=0 based problems
 	M->interacting = TRUE8;
 
-	// now try and find a script with the 'interact' extention i.e. ???::interact
+	// now try and find a script with the 'interact' extension i.e. ???::interact
 	for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
 		if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
 			Zdebug("found target interact script", k);
@@ -204,7 +204,7 @@ mcodeFunctionReturnCodes _game_session::fn_mega_generic_interact(int32 &, int32
 			L->logic_level = 2; // reset to level 2
 			// action script will fall back to looping level 1
 
-			// script interpretter shouldnt write a pc back
+			// script interpreter shouldn't write a pc back
 			return (IR_GOSUB);
 		}
 	}
@@ -235,7 +235,7 @@ bool8 _game_session::chi_interacts(int32 id, const char *script_name) {
 	// set this flag to avoid interact with id=0 based problems
 	M->interacting = TRUE8;
 
-	// now try and find a script with the passed extention i.e. ???::looping
+	// now try and find a script with the passed extension i.e. ???::looping
 	for (uint32 k = 0; k < CGameObject::GetNoScripts(target_object); k++) {
 		if (script_hash == CGameObject::GetScriptNamePartHash(target_object, k)) {
 			// script k is the one to run
@@ -251,7 +251,7 @@ bool8 _game_session::chi_interacts(int32 id, const char *script_name) {
 			L->logic_level = 2; // reset to level 2
 			// action script will fall back to looping level 1
 
-			// script interpretter shouldnt write a pc back
+			// script interpreter shouldn't write a pc back
 			return TRUE8;
 		}
 	}
diff --git a/engines/icb/mission.cpp b/engines/icb/mission.cpp
index a13d99d21cc..d210e0d6258 100644
--- a/engines/icb/mission.cpp
+++ b/engines/icb/mission.cpp
@@ -367,7 +367,7 @@ uint32 _mission::Game_cycle() {
 	// now do a loop of logic
 	// get start time
 	MS->prev_save_state = MS->Can_save(); // get previous state - used by lifts to see if player is active
-	MS->Set_can_save(FALSE8);             // cant save as default - this is reversed by states that allow save this game cycle
+	MS->Set_can_save(FALSE8);             // can't save as default - this is reversed by states that allow save this game cycle
 
 	g_px->logic_timing = TRUE8;
 	logic_time = GetMicroTimer();
@@ -545,7 +545,7 @@ void _mission::Restore_micro_session_coords(bool8 from_disk) {
 
 				// if mega then restore coord
 				if (session->logic_structs[i]->image_type == VOXEL) {
-					// from disk, or doesnt have exclusives or (does have exclusives) but is chi and chi is not
+					// from disk, or doesn't have exclusives (or does have exclusives) but is chi and chi is not
 					// following
 					if ((from_disk) || (!session->logic_structs[i]->mega->has_exclusive_coords) ||
 					    ((session->chi_id == i) && (session->chi_think_mode != __FOLLOWING))) {
diff --git a/engines/icb/object_structs.h b/engines/icb/object_structs.h
index 0ade8d6b6b9..74541a2a4e6 100644
--- a/engines/icb/object_structs.h
+++ b/engines/icb/object_structs.h
@@ -215,7 +215,7 @@ public:
 	uint32 cur_slice;        // for speedups
 
 	uint32 barrier_list[MAX_bars]; // including animating ones
-	uint32 nudge_list[MAX_bars];   // only player builds this - i cant be bothered with putting it in the player struct however
+	uint32 nudge_list[MAX_bars];   // only player builds this - i can't be bothered with putting it in the player struct however
 
 	uint32 number_of_barriers;  // kept for safety
 	uint32 number_of_nudge;     // kept for safety
@@ -237,7 +237,7 @@ public:
 	__weapon weapon; // what weapon the mega is carrying
 	__motion motion; // walking, running, used by high level anim functions
 
-	// To maintain allignment, the sizes of these arrays must be a multiple of 4.
+	// To maintain alignment, the sizes of these arrays must be a multiple of 4.
 	char chr_name[MAX_CHAR_NAME_LENGTH];     // i.e. cord
 	char anim_set[MAX_OUTFIT_NAME_LENGTH];   // i.e. casual_wear
 	char custom_set[MAX_CUSTOM_NAME_LENGTH]; // i.e. mine
@@ -268,7 +268,7 @@ public:
 
 	bool8 bulletOn;
 
-	// NOTE THAT THE FOLLOWING DATA MEMBERS HAVE BEEN ARRANGED TO MAKE 4-BYTE ALLIGNMENT CLEAR.
+	// NOTE THAT THE FOLLOWING DATA MEMBERS HAVE BEEN ARRANGED TO MAKE 4-BYTE ALIGNMENT CLEAR.
 
 	// A status flag containing info if the MEGA was in view last cycle,
 	// and is in view this cycle, a change in view state causes an event
diff --git a/engines/icb/options_manager_pc.cpp b/engines/icb/options_manager_pc.cpp
index 98f0e9c63a2..0007e979994 100644
--- a/engines/icb/options_manager_pc.cpp
+++ b/engines/icb/options_manager_pc.cpp
@@ -3378,7 +3378,7 @@ bool8 OptionsManager::VerifyLabel() {
 
 	// Another difficulty arises when the length exceeds expected limits but NOT
 	// before the imposed 22 character limit is reached ie all capital w's...
-	// Perhaps I need to watch this everytime a character is input to the label
+	// Perhaps I need to watch this every time a character is input to the label
 	// and refuse any further input if the string exceeds the slot blitting box.
 
 	return TRUE8;
@@ -3793,7 +3793,7 @@ void OptionsManager::DrawMovieSlots(uint32 offset, uint32 surface_id /* = workin
 	if (m_M_MOVIE_selected < NOTHANKS) {
 		uint32 selectMovie = m_M_MOVIE_selected + offset;
 
-		// Is this movie availble
+		// Is this movie available
 		if (g_movieLibrary[selectMovie].visible) {
 			// Get the nice name to go with the nice piccy
 			if (selectMovie < 10)
@@ -6553,7 +6553,7 @@ linesDone:
 			m_cursor += 2;
 			// Increment line height
 			m_currentHeight += CREDIT_LINE_SPACING;
-			// Dont draw this line
+			// Don't draw this line
 		} else if (ret == IGNORE_LINE) {
 			// Skip the special character
 			m_cursor++;
diff --git a/engines/icb/p4_pc.cpp b/engines/icb/p4_pc.cpp
index 222dc751572..8024b9abc51 100644
--- a/engines/icb/p4_pc.cpp
+++ b/engines/icb/p4_pc.cpp
@@ -243,7 +243,7 @@ void InitEngine(const char *lpCmdLine) {
 	// if so set the stub mode to GameScript mode
 	if (gs.Init_game_script() && strstr(lpCmdLine, "mission") == nullptr) {
 		// GameScript mode
-		// unless there is a console.icb file we dont allow debugging
+		// unless there is a console.icb file we don't allow debugging
 
 		// set base mode of stub to gameScript processor
 		g_stub->Set_current_stub_mode(__game_script);
diff --git a/engines/icb/player.cpp b/engines/icb/player.cpp
index d74adb85d2b..f1440cb3061 100644
--- a/engines/icb/player.cpp
+++ b/engines/icb/player.cpp
@@ -183,7 +183,7 @@ __mode_return _player::Player_press_fire_button() {
 
 	// check for interact button
 	if ((being_shot == 0) && (cur_state.IsButtonSet(__ATTACK)) && (!fire_lock) && (GetNoBullets())) {
-		// cant shoot at non evils
+		// can't shoot at non evils
 		if ((interact_selected) && (!MS->logic_structs[cur_interact_id]->mega->is_evil)) {
 			if (!MS->Engine_start_interaction("non_evil_interact", cur_interact_id))
 				return __MORE_THIS_CYCLE;
@@ -255,7 +255,7 @@ __mode_return _player::Player_press_fire_button() {
 			else
 				RegisterSound(player_id, defaultRicochetSfx, ricochetDesc); // use small version as we have string not hash
 
-			// now, we hit nothing, but if chi cant see us then set her permission
+			// now, we hit nothing, but if chi can't see us then set her permission
 			if (!g_oLineOfSight->LineOfSight(MS->chi_id, Fetch_player_id()))
 				MS->Set_chi_permission(); // if chi's around she gets permission to start shooting
 		}
@@ -309,7 +309,7 @@ __mode_return _player::Player_press_strike_button() {
 
 		fire_lock = TRUE8; // switch the lock on
 
-		// physically cant punch chi or no evils
+		// physically can't punch chi or no evils
 		if ((interact_selected) && (MS->logic_structs[cur_interact_id]->image_type == VOXEL) && (!MS->logic_structs[cur_interact_id]->mega->is_evil)) {
 			PXreal sub1, sub2, dist;
 
@@ -498,7 +498,7 @@ mcodeFunctionReturnCodes _game_session::fn_player(int32 &, int32 *) {
 
 	if ((!local_count_down) && (prev_save_state)) {
 		//		ok, we're pinned to last spot
-		//		unless we've moved significantly then we dont record another position
+		//		unless we've moved significantly then we don't record another position
 
 		sub1 = (PXreal)M->actor_xyz.x - hist_pin_x;
 		sub2 = (PXreal)M->actor_xyz.z - hist_pin_z;
@@ -1678,7 +1678,7 @@ __mode_return _player::Player_running_on_stairs() {
 				return (__MORE_THIS_CYCLE);
 			}
 
-			if (!begun_at_bottom) // didnt begin at bottom so write the history
+			if (!begun_at_bottom) // didn't begin at bottom so write the history
 				Add_to_interact_history();
 
 			Leave_stair();
@@ -1783,7 +1783,7 @@ __mode_return _player::Player_stairs() {
 
 		if (stair_unit == MS->stairs[stair_num].units) {
 
-			if (!begun_at_bottom) // didnt begin at bottom so write the history
+			if (!begun_at_bottom) // didn't begin at bottom so write the history
 				Add_to_interact_history();
 
 			Leave_stair();
@@ -1962,7 +1962,7 @@ __mode_return _player::Player_ladder() {
 			if (cur_state.momentum == __FORWARD_2) {
 				stair_unit = (uint8)((MS->stairs[stair_num].units - stair_unit));
 
-				if (!begun_at_bottom) // didnt begin at bottom so write the history
+				if (!begun_at_bottom) // didn't begin at bottom so write the history
 					Add_to_interact_history();
 
 				Set_to_first_frame(__SLIDE_DOWN_LADDER); //
@@ -1986,7 +1986,7 @@ __mode_return _player::Player_ladder() {
 			log->mega->actor_xyz.y -= (REAL_ONE * 24);
 
 		if (stair_unit == (MS->stairs[stair_num].units + 0)) {
-			if (!begun_at_bottom) // didnt begin at bottom so write the history
+			if (!begun_at_bottom) // didn't begin at bottom so write the history
 				Add_to_interact_history();
 
 			log->mega->actor_xyz.y -= (REAL_ONE * 24);
@@ -2012,7 +2012,7 @@ __mode_return _player::Player_ladder() {
 				return __MORE_THIS_CYCLE;
 			}
 			if (cur_state.IsButtonSet(__JOG)) {
-				if (!begun_at_bottom) // didnt begin at bottom so write the history
+				if (!begun_at_bottom) // didn't begin at bottom so write the history
 					Add_to_interact_history();
 
 				log->pan = MS->stairs[stair_num].pan_ref; // if we are not traveling in the stairs original direction then we reverse the pan by 180deg
@@ -2846,7 +2846,7 @@ bool8 _player::Reverse_frame_motion_and_pan(__mega_set_names anim_type) {
 	znext = z1 - z2;
 
 	// update pc
-	log->anim_pc = next_pc; // allready computed
+	log->anim_pc = next_pc; // already computed
 
 	// get the pan unwind value of the frame to be printed
 	PXreal pan;
@@ -2903,7 +2903,7 @@ void _player::Set_player_id(uint32 id) {
 
 	Zdebug("\nSet_player_id %d", player_id);
 
-	// get player structures - we can be sure they wont get moved
+	// get player structures - we can be sure they won't get moved
 	log = g_mission->session->Fetch_object_struct(player_id);
 
 	if (g_icb->getGameType() == GType_ICB) {
@@ -3015,7 +3015,7 @@ void _game_session::Process_guard_alert(__alert alert_type) {
 
 	for (j = 0; j < number_of_voxel_ids; j++) {
 		if (cur_id != voxel_id_list[j]) { // not us
-			if (!g_oLineOfSight->LineOfSight(voxel_id_list[j], player.Fetch_player_id())) { // cant see
+			if (!g_oLineOfSight->LineOfSight(voxel_id_list[j], player.Fetch_player_id())) { // can't see
 				if (PXfabs(logic_structs[voxel_id_list[j]]->mega->actor_xyz.y - M->actor_xyz.y) < (200 * REAL_ONE)) { // slack for height calc
 					PXreal sub1 = logic_structs[voxel_id_list[j]]->mega->actor_xyz.x - M->actor_xyz.x;
 					PXreal sub2 = logic_structs[voxel_id_list[j]]->mega->actor_xyz.z - M->actor_xyz.z;
diff --git a/engines/icb/player.h b/engines/icb/player.h
index c32029d2448..a85a5ce9cba 100644
--- a/engines/icb/player.h
+++ b/engines/icb/player.h
@@ -354,7 +354,7 @@ public:
 	uint8 padding[2];
 
 	// SORTED PADDING AGAIN.  MAYBE IT'S NOT IMPORTANT, 'COS EVERY TIME I GO TO WELL-USED CLASSES
-	// LIKE PLAYER, THE ALLIGNMENT IS ALL OVER THE PLACE.
+	// LIKE PLAYER, THE ALIGNMENT IS ALL OVER THE PLACE.
 };
 
 inline bool8 _player::Player_exists() {
diff --git a/engines/icb/player_interaction.cpp b/engines/icb/player_interaction.cpp
index d8b62eef722..b3c03cc6b1a 100644
--- a/engines/icb/player_interaction.cpp
+++ b/engines/icb/player_interaction.cpp
@@ -181,7 +181,7 @@ void _player::Find_current_player_interact_object() {
 						// we are nearer or the current is dead
 						// see if object is dead
 						if ((MS->logic_structs[j]->mega->dead) &&
-						    (crouch_status)) { // this mega is dead and we're crouched - only register him if there isnt another
+						    (crouch_status)) { // this mega is dead and we're crouched - only register him if there isn't another
 							if ((!mega_id) && (len < DEAD_MEGA_DISTANCE * DEAD_MEGA_DISTANCE)) { // dead mega chosen - must be within prop type range
 								nearest_mega = len;
 								mega_id = j + 1;
@@ -211,7 +211,7 @@ void _player::Find_current_player_interact_object() {
 	}
 
 	// mega if armed, nearest prop or live mega, dead mega
-	if ((prop_id) && (nearest < nearest_mega)) { // UNARMED prop nearer than mega (wont be a prop if armed)
+	if ((prop_id) && (nearest < nearest_mega)) { // UNARMED prop nearer than mega (won't be a prop if armed)
 		cur_interact_id = (prop_id - 1);
 		interact_selected = TRUE8;
 	} else if ((mega_id) && (!dead_mega)) { // live mega
@@ -402,7 +402,7 @@ mcodeFunctionReturnCodes _game_session::fn_start_player_interaction(int32 &, int
 
 	L->looping = 0; // reset to 0 for new logics
 
-	// script interpretter shouldnt write a pc back
+	// script interpreter shouldn't write a pc back
 	return (IR_TERMINATE);
 }
 
@@ -419,7 +419,7 @@ bool8 _game_session::Engine_start_interaction(const char *script, uint32 id) {
 	if (!iobject)
 		Fatal_error("Engine_start_interaction - named object dont exist"); // should never happen
 
-	// now try and find a script with the passed extention i.e. ???::looping
+	// now try and find a script with the passed extension i.e. ???::looping
 	for (uint32 k = 0; k < CGameObject::GetNoScripts(iobject); k++) {
 
 		if (script_hash == CGameObject::GetScriptNamePartHash(iobject, k)) {
@@ -448,7 +448,7 @@ bool8 _game_session::Engine_start_interaction(const char *script, uint32 id) {
 		}
 	}
 
-	// didnt find the named script
+	// didn't find the named script
 
 	return (FALSE8);
 }
diff --git a/engines/icb/prim_route_builder.cpp b/engines/icb/prim_route_builder.cpp
index 3ebbedf89f5..aafad95b3c4 100644
--- a/engines/icb/prim_route_builder.cpp
+++ b/engines/icb/prim_route_builder.cpp
@@ -62,7 +62,7 @@ void _prim_route_builder::Add_barrier(RouteBarrier *new_barrier) {
 
 void _prim_route_builder::Give_barrier_list(_route_description *route) {
 	// this may seem daft, but now we're giving the barriers back - for NETHACK diagnostics, not the logic
-	// this wont be called in final .exe
+	// this won't be called in final .exe
 
 	if (!total_points) {
 		route->number_of_diag_bars = 0;
@@ -94,7 +94,7 @@ void _prim_route_builder::Give_route(_route_description *route) {
 	if (!final_points)
 		Fatal_error("_prim_route_builder::Give_route no route to give!");
 
-	// do a check for length exceeding MAX_final_route as this isnt really done anyway - it will have already scribbled of course but hey we're hanging on in there
+	// do a check for length exceeding MAX_final_route as this isn't really done anyway - it will have already scribbled of course but hey we're hanging on in there
 
 	if (final_points + 1 >= MAX_final_route)
 		Fatal_error("route too big");
@@ -167,7 +167,7 @@ _route_stat _prim_route_builder::Calc_route(PXreal startx, PXreal startz, PXreal
 
 		//		test against all our lines
 		for (l = 0; l < total_points - 2; l += 2) {
-			//			dont test point J against the line it is derived from
+			//			don't test point J against the line it is derived from
 			if (l != (j & 0xfffffffe)) {
 				if (Get_intersect(/*firing line from*/ barrier_list[j].x, barrier_list[j].z, /*firing line to*/ barrier_list[to].x, barrier_list[to].z,
 				                  /*barrier*/ barrier_list[l].x, barrier_list[l].z, barrier_list[l + 1].x, barrier_list[l + 1].z)) {
@@ -226,7 +226,7 @@ _route_stat _prim_route_builder::Calc_route(PXreal startx, PXreal startz, PXreal
 						// test point thisp to point lastp
 						// test against all our lines
 						for (l = 0; l < total_points - 2; l += 2) {
-							// dont test point J against the line it is derived from
+							// don't test point J against the line it is derived from
 							if ((l != (thisp & 0xfffffffe)) && (l != (lastp & 0xfffffffe))) {
 								if (Get_intersect(/*firing line*/ barrier_list[thisp].x, barrier_list[thisp].z, barrier_list[lastp].x,
 								                  barrier_list[lastp].z,
diff --git a/engines/icb/remora.h b/engines/icb/remora.h
index d53aaa15fcc..72ec8f26f37 100644
--- a/engines/icb/remora.h
+++ b/engines/icb/remora.h
@@ -352,7 +352,7 @@ private:
 	// Clustering.
 	uint32 m_nRemoraClusterHash;
 
-	// These are here at the end to keep the data alligned.
+	// These are here at the end to keep the data aligned.
 	bool8 m_bModeChanged;       // Set to true when there is a mode change.
 	uint8 m_nNextAvailableRow;  // Last line text has been written to.
 	uint8 m_nFirstLineToDraw;   // Display from this point (to do scrolling).
diff --git a/engines/icb/remora_pc.cpp b/engines/icb/remora_pc.cpp
index 121bf6ff7a9..be188e48625 100644
--- a/engines/icb/remora_pc.cpp
+++ b/engines/icb/remora_pc.cpp
@@ -73,7 +73,7 @@ enum ColourIndex {
 #define REMPAL(c, v) (pnRemoraColour[m_nCurrentPalette][c][v])
 
 const uint8 pnRemoraColour[REMORA_NUM_COLOUR_SCHEMES][REMORA_COLOURS_PER_SCHEME][3] = {
-	// Pallete 0.
+	// Palette 0.
 	{{0, 180, 241},   // CI_HEADING
 	 {255, 255, 255}, // CI_WARNING
 	 {0, 221, 160},   // CI_OPTION
@@ -100,7 +100,7 @@ const uint8 pnRemoraColour[REMORA_NUM_COLOUR_SCHEMES][REMORA_COLOURS_PER_SCHEME]
 	 {7, 141, 23},    // CI_M08_UNLOCKED_DOOR
 	 {0, 90, 220}},   // CI_M08_BARRIERS
 
-	// Pallete 1.
+	// Palette 1.
 	{{0, 241, 180},   // CI_HEADING
 	 {255, 255, 255}, // CI_WARNING
 	 {0, 160, 221},   // CI_OPTION
@@ -127,7 +127,7 @@ const uint8 pnRemoraColour[REMORA_NUM_COLOUR_SCHEMES][REMORA_COLOURS_PER_SCHEME]
 	 {7, 235, 23},    // CI_M08_UNLOCKED_DOOR
 	 {0, 230, 90}},   // CI_M08_BARRIERS
 
-	// Pallete 2.
+	// Palette 2.
 	{{247, 236, 23},  // CI_HEADING
 	 {252, 21, 10},   // CI_WARNING
 	 {235, 165, 33},  // CI_OPTION
diff --git a/engines/icb/res_man.cpp b/engines/icb/res_man.cpp
index 81fdd91dbfc..af642841824 100644
--- a/engines/icb/res_man.cpp
+++ b/engines/icb/res_man.cpp
@@ -452,7 +452,7 @@ void res_man::Res_purge(const char *url, uint32 url_hash, const char *cluster, u
 			mem_list[search].state = MEM_null; // we're gone and can be used again later
 
 			total_blocks--; // one less block
-		} else { // we cant merge into our parent because it isnt free (or we are block 0) so we become
+		} else { // we can't merge into our parent because it isn't free (or we are block 0) so we become
 			// a MEM_free floating block with no file
 			mem_list[search].state = MEM_free; // block remains but is free to be defragged
 		}
@@ -619,7 +619,7 @@ void res_man::Res_purge_all() {
 				mem_list[search].state = MEM_null; // we're gone and can be used again later
 
 				total_blocks--; // one less block
-			} else { // we cant merge into our parent because it isnt free (or we are block 0) so we become
+			} else { // we can't merge into our parent because it isn't free (or we are block 0) so we become
 				// a MEM_free floating block with no file
 				mem_list[search].state = MEM_free; // block remains but is free to be defragged
 			}
@@ -780,7 +780,7 @@ uint32 res_man::FindMemBlock(uint32 adj_len, RMParams *params) {
 	// PSX needs to save memory by having small number of mem_blocks
 
 	// try to find a mem_block large enough to fit the resource
-	// if we cant ditch a whole set of resources from a previous frame
+	// if we can't ditch a whole set of resources from a previous frame
 	if (search == -1) {
 
 		// failed to find space but is this resman protected?
@@ -831,7 +831,7 @@ uint32 res_man::FindMemBlock(uint32 adj_len, RMParams *params) {
 								break;
 						}
 
-						if (j == total_age) { // didnt find this items age in table
+						if (j == total_age) { // didn't find this items age in table
 							age_table[total_age++] = age;
 						}
 					} else
@@ -913,7 +913,7 @@ uint32 res_man::FindMemBlock(uint32 adj_len, RMParams *params) {
 							total_blocks--; // one less block
 
 							search = mem_list[parent].child; // continue the search from our parent new child - was ours remember
-						} else { // we cant merge into our parent because it isnt free so we become a MEM_free floating block with no file
+						} else { // we can't merge into our parent because it isn't free so we become a MEM_free floating block with no file
 							mem_list[search].state = MEM_free; // block remains but is free to be defragged
 							search = mem_list[search].child; // move on to the next file
 						}
diff --git a/engines/icb/res_man.h b/engines/icb/res_man.h
index 2c62aa133b6..a6bcba3c2c4 100644
--- a/engines/icb/res_man.h
+++ b/engines/icb/res_man.h
@@ -85,7 +85,7 @@ typedef struct {
 	int32 search;
 } mem_offset;
 
-// Put the res_man params in a structure to prevent passing lots of the same arguements
+// Put the res_man params in a structure to prevent passing lots of the same arguments
 // from function to function
 typedef struct RMParams {
 	uint32 url_hash;
diff --git a/engines/icb/res_man_pc.cpp b/engines/icb/res_man_pc.cpp
index cd903b5b4f4..9dcb284807d 100644
--- a/engines/icb/res_man_pc.cpp
+++ b/engines/icb/res_man_pc.cpp
@@ -283,7 +283,7 @@ const char *res_man::OpenFile(int32 &cluster_search, RMParams *params) {
 	return nullptr;
 }
 
-// Get the header infomation for a particular file from a cluster
+// Get the header information for a particular file from a cluster
 // Will load the cluster in if need be
 HEADER_NORMAL *res_man::GetFileHeader(int32 &cluster_search, RMParams *params) {
 	Cluster_API *clu;
diff --git a/engines/icb/route_manager.cpp b/engines/icb/route_manager.cpp
index 101023a69cd..e966fd45d4a 100644
--- a/engines/icb/route_manager.cpp
+++ b/engines/icb/route_manager.cpp
@@ -351,7 +351,7 @@ mcodeFunctionReturnCodes _game_session::fn_tiny_route(int32 &result, int32 *para
 mcodeFunctionReturnCodes _game_session::fn_room_route(int32 &result, int32 *params) {
 	// auto-route a mega character characters x,z to specified x1,z1 in an adjacent room
 	// player or mega
-	// doesnt end on stand
+	// doesn't end on stand
 
 	// params    0   x
 	//			1  z
@@ -388,7 +388,7 @@ mcodeFunctionReturnCodes _game_session::fn_room_route(int32 &result, int32 *para
 mcodeFunctionReturnCodes _game_session::fn_sharp_route(int32 &result, int32 *params) {
 	// auto-route a mega character characters x,z to specified x1,z1 from the same or adjoining floor rects
 	// player or mega
-	// doesnt end on stand
+	// doesn't end on stand
 
 	// params    0   x   INT32's to be cast to floats :| hmmm...
 	//			1  z
@@ -447,7 +447,7 @@ mcodeFunctionReturnCodes _game_session::fn_sharp_route(int32 &result, int32 *par
 mcodeFunctionReturnCodes _game_session::fn_laser_route(int32 &result, int32 *params) {
 	// auto-route a mega character characters x,z to specified x1,z1 from the same or adjoining floor rects
 	// player or mega
-	// doesnt end on stand
+	// doesn't end on stand
 
 	// params    0   x   INT32's to be cast to floats :| hmmm...
 	//			1  z
@@ -561,7 +561,7 @@ mcodeFunctionReturnCodes _game_session::fn_interact_near_mega(int32 &result, int
 			return IR_REPEAT;
 		}
 
-		// dont even build route if too close already
+		// don't even build route if too close already
 		if (len < (PXreal)(params[2] * params[2])) {
 			L->looping = 0;
 			result = TRUE8;
@@ -815,7 +815,7 @@ mcodeFunctionReturnCodes _game_session::Route_to_near_mega_core(const char *name
 		if (Is_router_busy())
 			return IR_REPEAT;
 
-		// dont even build route if too close already
+		// don't even build route if too close already
 		if (len < (int32)(dist * dist)) {
 			result = TRUE8;
 			L->looping = 0;
diff --git a/engines/icb/session.cpp b/engines/icb/session.cpp
index d725f66fcce..beda1821536 100644
--- a/engines/icb/session.cpp
+++ b/engines/icb/session.cpp
@@ -67,7 +67,7 @@ void _game_session::___init(const char *mission, const char *new_session_name) {
 	uint32 buf_hash;
 
 	// begin with no set object
-	// a camera will be choosen after the first logic cycle based upon the player objects position
+	// a camera will be chosen after the first logic cycle based upon the player objects position
 	set.Reset();
 
 	// no special footsteps set
@@ -207,7 +207,7 @@ void _game_session::___init(const char *mission, const char *new_session_name) {
 		Fatal_error("%s version check failed (file has %d, engine has %d)", temp_buf, LinkedDataObject::GetHeaderVersion(prop_anims), VERSION_PXWGPROPANIMS);
 
 	// init features file
-	// we stick this in the private cache so it hangs around and later in-game references wont cause a main pool reload
+	// we stick this in the private cache so it hangs around and later in-game references won't cause a main pool reload
 
 	// When clustered the session files have the base stripped
 	Common::strcpy_s(temp_buf, "pxwgfeatures");
@@ -573,7 +573,7 @@ void _game_session::Init_objects() {
 
 			//          set base logic to logic context script
 			logic_structs[j]->logic[0] = (char *)LinkedDataObject::Try_fetch_item_by_hash(scripts, CGameObject::GetScriptNameFullHash(object, OB_LOGIC_CONTEXT));
-			//          **note, we dont need to set up the script reference (logic_ref) for level 0
+			//          **note, we don't need to set up the script reference (logic_ref) for level 0
 		} else
 			Shut_down_object("by initialise - no init script");
 
@@ -637,7 +637,7 @@ void _game_session::Init_objects() {
 }
 
 void _game_session::Pre_initialise_objects() {
-	// prepare gameworld and objects but dont run init scripts yet
+	// prepare gameworld and objects but don't run init scripts yet
 
 	// so PSX can have nice session loading screen and details (for timing and to stop player getting bored)
 	StartInit(total_objects + 6); // +6 because also floors, barriers, markers, camera_table, plan_view, player
@@ -650,7 +650,7 @@ void _game_session::Pre_initialise_objects() {
 	InitMsg("Floors");
 
 	// initialise the floor area definition file
-	// uses the private resman so mission->session-> need to be initialised so this cant be on session contructor
+	// uses the private resman so mission->session-> need to be initialised so this can't be on session contructor
 	floor_def = g_icb_session_floors;
 	g_icb_session_floors->___init();
 
@@ -967,7 +967,7 @@ void _game_session::Script_cycle() {
 		// this can change within a cycle
 		if ((L->image_type == VOXEL) && (M->interacting)) { // check for megas who are interacting
 			// object is running someone elses interaction script
-			// so get their object and pass to interpretter so that local vars can be accessed correctly
+			// so get their object and pass to interpreter so that local vars can be accessed correctly
 			script_owner = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, M->target_id);
 		} else {
 			script_owner = object; // object running its own script
@@ -1025,7 +1025,7 @@ void _game_session::Script_cycle() {
 
 uint32 _game_session::Fetch_prop_state(char *prop_name) {
 	// return a props state
-	// if the prop object doesnt exist we create a dummy - the system continues regardless - which is nice
+	// if the prop object doesn't exist we create a dummy - the system continues regardless - which is nice
 
 	uint32 prop_number;
 	uint32 j;
@@ -1046,10 +1046,10 @@ uint32 _game_session::Fetch_prop_state(char *prop_name) {
 	while ((j < number_of_missing_objects) && (strcmp(missing_obs[j], prop_name)))
 		++j;
 
-	// didnt find the object
+	// didn't find the object
 	if (j == number_of_missing_objects) {
 		// create entry for the object
-		if (strcmp(prop_name, "not a prop") && (camera_hack == FALSE8)) // dont report dummy lights
+		if (strcmp(prop_name, "not a prop") && (camera_hack == FALSE8)) // don't report dummy lights
 			Message_box("object missing for prop [%s]", prop_name);
 
 		Set_string(prop_name, missing_obs[number_of_missing_objects], MAX_missing_object_name_length);
@@ -1066,7 +1066,7 @@ uint32 _game_session::Fetch_prop_state(char *prop_name) {
 
 void _game_session::Set_prop_state(char *prop_name, uint32 value) {
 	// set a prop state
-	// if the prop doesnt exist we skip it - and assume it will soon be built
+	// if the prop doesn't exist we skip it - and assume it will soon be built
 	// there is no scope checking
 
 	uint32 prop_number;
@@ -1087,7 +1087,7 @@ void _game_session::Set_prop_state(char *prop_name, uint32 value) {
 	while ((j < number_of_missing_objects) && (strcmp(missing_obs[j], prop_name)))
 		++j;
 
-	// didnt find the object
+	// didn't find the object
 	if (j == number_of_missing_objects)
 		return;
 
@@ -1117,7 +1117,7 @@ void _game_session::Process_player_floor_status() {
 
 	player_floor = logic_structs[player.Fetch_player_id()]->owner_floor_rect;
 
-	// dont need to tell the player he's on the players floor
+	// don't need to tell the player he's on the players floor
 	if (player.Fetch_player_id() == cur_id)
 		return;
 
@@ -1160,7 +1160,7 @@ void _game_session::Idle_manager() {
 
 			script_hash = HashString("idle");
 
-			// try and find a script with the passed extention i.e. ???::looping
+			// try and find a script with the passed extension i.e. ???::looping
 			for (k = 0; k < CGameObject::GetNoScripts(object); k++) {
 				if (script_hash == CGameObject::GetScriptNamePartHash(object, k)) {
 					//          script k is the one to run
@@ -1186,7 +1186,7 @@ void _game_session::Idle_manager() {
 }
 
 void _game_session::Set_init_voxel_floors() {
-	// set all mega characters floors - called after game restore because logics may begin by checking the floor number but it wont be set until end of first cycle
+	// set all mega characters floors - called after game restore because logics may begin by checking the floor number but it won't be set until end of first cycle
 	uint32 j;
 
 	for (j = 0; j < number_of_voxel_ids; j++)
diff --git a/engines/icb/session.h b/engines/icb/session.h
index 0c5c782ad8f..1602bec5db2 100644
--- a/engines/icb/session.h
+++ b/engines/icb/session.h
@@ -759,7 +759,7 @@ public:
 #define CONV_ID 0
 
 	uint32 menu_number;
-	uint32 no_click_zone; // cant click past text until this reaches a certain number
+	uint32 no_click_zone; // can't click past text until this reaches a certain number
 
 	// The object ID of the currently highlighted prop
 	int32 selected_prop_id;
@@ -1123,21 +1123,21 @@ inline uint32 _game_session::Fetch_no_megas_nudge_barriers() {
 
 inline uint32 _game_session::External_fetch_no_megas_barriers(uint32 id) {
 	// return number of current barriers
-	// we are not in logic loop so cant rely on M, I, L etc.
+	// we are not in logic loop so can't rely on M, I, L etc.
 
 	return (logic_structs[id]->mega->number_of_barriers);
 }
 
 inline uint32 _game_session::External_fetch_no_megas_anim_barriers(uint32 id) {
 	// return number of current barriers
-	// we are not in logic loop so cant rely on M, I, L etc.
+	// we are not in logic loop so can't rely on M, I, L etc.
 
 	return (logic_structs[id]->mega->number_of_animating);
 }
 
 inline uint32 _game_session::External_fetch_no_megas_nudge_barriers(uint32 id) {
 	// return number of current special player nudgebarriers
-	// we are not in logic loop so cant rely on M, I, L etc.
+	// we are not in logic loop so can't rely on M, I, L etc.
 
 	return (logic_structs[id]->mega->number_of_nudge);
 }
diff --git a/engines/icb/set_pc.cpp b/engines/icb/set_pc.cpp
index 85e097cf18c..78d6573f610 100644
--- a/engines/icb/set_pc.cpp
+++ b/engines/icb/set_pc.cpp
@@ -1369,7 +1369,7 @@ void _set::DrawSparkles() {
 	for (uint32 i = 0; i < MS->total_objects; i++) {
 		_logic *L = MS->logic_structs[i];
 
-		// if object visable to camera
+		// if object visible to camera
 		if ((L->sparkleOn) && (MS->Object_visible_to_camera(i))) {
 			PXvector screen;
 			bool8 isShown;
diff --git a/engines/icb/sound.cpp b/engines/icb/sound.cpp
index 39f8fab3858..47fc658abdf 100644
--- a/engines/icb/sound.cpp
+++ b/engines/icb/sound.cpp
@@ -518,7 +518,7 @@ void CRegisteredSound::UpdateGameCycle(int32 newVol, int32 newPan) {
 			} else {                                // sample is looping or sound isn't on so just reset wave
 				m_position -= MAX_ENV_POSITION; // reset wave
 
-				if (m_position <= 0) // definitely don't restart accidently
+				if (m_position <= 0) // definitely don't restart accidentally
 					m_position = 1;
 			}
 		}
@@ -636,7 +636,7 @@ bool8 CRegisteredSound::SetHearable() {
 
 		ch = GetSoundCloser(m_objID, m_x, m_y, m_z);
 		if (ch == -1)
-			return TRUE8; // still don't return true just dont set a channel
+			return TRUE8; // still don't return true just don't set a channel
 	}
 
 	SET_CHANNEL_USED(ch);
@@ -720,7 +720,7 @@ void CRegisteredSound::Register(const char *sndName, const char *sfxName, uint32
 	m_channel = -1;
 
 	m_volume = 0; // default, gets changed if sound is heard
-	m_pan = 0;    // default (centre) will get changed before playing if necesary
+	m_pan = 0;    // default (centre) will get changed before playing if necessary
 
 	m_sample_pitch = GetSamplePitch(sfx->GetSampleName(), m_inSession);
 
diff --git a/engines/icb/sound/music_manager.cpp b/engines/icb/sound/music_manager.cpp
index ce3731ab9b5..ad0e9dd5ef1 100644
--- a/engines/icb/sound/music_manager.cpp
+++ b/engines/icb/sound/music_manager.cpp
@@ -108,7 +108,7 @@ bool8 MusicManager::LoadMusic(const char *clusterName, uint32 byteOffsetToWav, i
 	if (stream == nullptr)
 		return FALSE8;
 
-	// Need to seek to the correct postion in the cluster
+	// Need to seek to the correct position in the cluster
 	stream->seek(byteOffsetToWav, SEEK_SET);
 
 	// Read in header information and make buffer
diff --git a/engines/icb/sound/speech_manager.cpp b/engines/icb/sound/speech_manager.cpp
index 326ac7d22dc..0ae6d5902cd 100644
--- a/engines/icb/sound/speech_manager.cpp
+++ b/engines/icb/sound/speech_manager.cpp
@@ -82,7 +82,7 @@ bool8 SpeechManager::StartSpeech(const char *fileName, uint32 byteOffsetToWav, i
 	if (stream == nullptr)
 		return FALSE8;
 
-	// Need to seek to the correct postion in the cluster
+	// Need to seek to the correct position in the cluster
 	stream->seek(byteOffsetToWav, SEEK_SET);
 
 	// Read in header information and make buffer
diff --git a/engines/icb/speech.cpp b/engines/icb/speech.cpp
index 7474c8b292d..4cfd5a1e833 100644
--- a/engines/icb/speech.cpp
+++ b/engines/icb/speech.cpp
@@ -166,7 +166,7 @@ mcodeFunctionReturnCodes _game_session::fn_request_speech(int32 &result, int32 *
 
 	S.script_pc = (char *)LinkedDataObject::Try_fetch_item_by_name(scripts, temp_buf); // run init script
 
-	//	conversation script doesnt exist
+	//	conversation script doesn't exist
 	if (!S.script_pc)
 		Fatal_error("object [%d] tried to start conversation script [%s] which doesnt exist", cur_id, (const char *)temp_buf);
 
@@ -229,7 +229,7 @@ mcodeFunctionReturnCodes _game_session::fn_add_talker(int32 &, int32 *params) {
 		S.total_subscribers++;
 
 	} else {
-		//		named object doesnt exist which is pretty serious
+		//		named object doesn't exist which is pretty serious
 		Fatal_error("tried to add non existent object [%s] to conversation", object_name);
 	}
 
@@ -345,7 +345,7 @@ mcodeFunctionReturnCodes _game_session::fn_anon_speech_invite(int32 &result, int
 }
 
 mcodeFunctionReturnCodes _game_session::fn_kill_conversations(int32 &, int32 *) {
-	// current conversations end - allowing a new one to interupt
+	// current conversations end - allowing a new one to interrupt
 
 	// if there are conversations on going them kill em (it)
 	if (total_convs)
@@ -671,7 +671,7 @@ mcodeFunctionReturnCodes _game_session::fn_speak(int32 &, int32 *params) {
 			Fatal_error("Speech xa file is 0 game cycles see, int32");
 	}
 
-	no_click_zone = 0; // cant click past for specified period
+	no_click_zone = 0; // can't click past for specified period
 
 	// set conv mode
 	speech_info[CONV_ID].current_talker = speaker_id;
@@ -1027,7 +1027,7 @@ void _game_session::End_conversation(uint32 uid) {
 		for (j = 0; j < speech_info[uid].total_subscribers; j++) {
 			if (speech_info[uid].subscribers_requested[j] == player.Fetch_player_id()) {
 				if (logic_structs[player.Fetch_player_id()]->conversation_uid !=
-				    NO_SPEECH_REQUEST) { // dont reset player if he never joined - for request failures on ladders, etc.
+				    NO_SPEECH_REQUEST) { // don't reset player if he never joined - for request failures on ladders, etc.
 					player.Pop_player_stat(); // stood or aiming, etc
 				}
 			}
@@ -1116,7 +1116,7 @@ mcodeFunctionReturnCodes _game_session::speak_add_chooser_icon(int32 &, int32 *p
 
 mcodeFunctionReturnCodes _game_session::speak_add_special_chooser_icon(int32 &, int32 *params) {
 	// add icon to speech menu
-	// these icons dont count as items that must be selected to finish with the menu
+	// these icons don't count as items that must be selected to finish with the menu
 
 	// params    0   ascii name of icon
 	const char *icon_name = (const char *)MemoryUtil::resolvePtr(params[0]);
@@ -1186,7 +1186,7 @@ mcodeFunctionReturnCodes _game_session::speak_chosen(int32 &result, int32 *param
 }
 
 mcodeFunctionReturnCodes _game_session::speak_menu_still_active(int32 &result, int32 *) {
-	// says if menu is still active - i.e user hasnt chosen a quit icon
+	// says if menu is still active - i.e user hasn't chosen a quit icon
 
 	result = TRUE8;
 
diff --git a/engines/icb/speech_pc.cpp b/engines/icb/speech_pc.cpp
index c98f8950b66..82923bfc6c0 100644
--- a/engines/icb/speech_pc.cpp
+++ b/engines/icb/speech_pc.cpp
@@ -79,7 +79,7 @@ void _game_session::Render_speech(text_sprite *bloc) {
 	surface_manager->Unlock_surface(bloc->GetSurface());
 }
 
-// These functions set pallete entry 1, which controls the main colour for speech text.  These are
+// These functions set palette entry 1, which controls the main colour for speech text.  These are
 // used by the Remora to display its text in different colours.
 void SetTextColour(uint8 r, uint8 g, uint8 b) {
 	static _rgb sTempSpeechColour;
diff --git a/engines/icb/stage_poly.cpp b/engines/icb/stage_poly.cpp
index c3984a7111f..28233314f2e 100644
--- a/engines/icb/stage_poly.cpp
+++ b/engines/icb/stage_poly.cpp
@@ -51,7 +51,7 @@ void _game_session::Stage_draw_poly() {
 	// Get back which mega the actor could interact with
 	int32 sel_id = GetSelectedMegaId();
 
-	// Fill in the actors that need drawing an update thier positions
+	// Fill in the actors that need drawing an update to their positions
 	uint32 actorsToDraw = 0;
 	int32 id;
 	for (uint32 j = 0; j < number_of_voxel_ids; j++) {
diff --git a/engines/icb/stagedraw_pc_poly.cpp b/engines/icb/stagedraw_pc_poly.cpp
index 4b158efb32a..bc90567954a 100644
--- a/engines/icb/stagedraw_pc_poly.cpp
+++ b/engines/icb/stagedraw_pc_poly.cpp
@@ -246,7 +246,7 @@ void OpenTexture(const char *tex_name, uint32 tex_hash, const char *pal_name, ui
 	rs_anims->Res_purge(tex_name, tex_hash, base, base_hash, 0);
 }
 
-// gets a handle to a texture, loading it in if necesary
+// gets a handle to a texture, loading it in if necessary
 TextureHandle *GetRegisteredTexture(const char *tex_name, uint32 tex_hash, const char *pal_name, uint32 pal_hash, const char *base, uint32 base_hash) {
 	int32 i;
 
@@ -1978,7 +1978,7 @@ void StageDrawPoly(SDactor *actors, uint32 actorQty) {
 	// Draw weather effects
 	set->DrawWeather();
 
-	// Draw the screen effects (widescreen fades ect)
+	// Draw the screen effects (widescreen fades etc)
 	surface_manager->DrawEffects(working_buffer_id);
 }
 
diff --git a/engines/icb/surface_manager.cpp b/engines/icb/surface_manager.cpp
index f10fe509d3e..c9978799542 100644
--- a/engines/icb/surface_manager.cpp
+++ b/engines/icb/surface_manager.cpp
@@ -47,7 +47,7 @@ namespace ICB {
 
 uint32 working_buffer_id;
 uint32 bg_buffer_id;
-uint32 effect_time; // Time spent doing postprocessing effects (fades ect)
+uint32 effect_time; // Time spent doing postprocessing effects (fades etc)
 uint32 flipTime;
 
 _surface::~_surface() {
diff --git a/engines/icb/surface_manager.h b/engines/icb/surface_manager.h
index 2d16a9398dd..c6a1b7006ad 100644
--- a/engines/icb/surface_manager.h
+++ b/engines/icb/surface_manager.h
@@ -44,7 +44,7 @@ namespace ICB {
 #define SYSTEM 0x00000000 // Surface is in system
 #define VIDEO 0x00000001  // Surface must be in vram
 
-extern uint32 effect_time; // Time spent doing postprocessing effects (fades ect)
+extern uint32 effect_time; // Time spent doing postprocessing effects (fades etc)
 extern uint32 working_buffer_id;
 extern uint32 bg_buffer_id;
 
diff --git a/engines/icb/text_sprites.cpp b/engines/icb/text_sprites.cpp
index e5e532e298b..9fc8da66c65 100644
--- a/engines/icb/text_sprites.cpp
+++ b/engines/icb/text_sprites.cpp
@@ -66,7 +66,7 @@ _TSrtn text_sprite::GetRenderCoords(const int32 pinX,           // screen x-coor
 
 	case PIN_AT_CENTRE_OF_BASE:               // this one is used for SPEECH TEXT to keep it centred above the talker's head
 		renderX = pinX - spriteWidth / 2; // subtract half the sprite-width from the pin x-coordinate
-		renderY = pinY - spriteHeight;    // substract the sprite-height from the pin y-coordinate
+		renderY = pinY - spriteHeight;    // subtract the sprite-height from the pin y-coordinate
 		break;
 
 	case PIN_AT_CENTRE_OF_LEFT:
diff --git a/engines/icb/text_sprites.h b/engines/icb/text_sprites.h
index 96b311be6e4..7294f83b7d8 100644
--- a/engines/icb/text_sprites.h
+++ b/engines/icb/text_sprites.h
@@ -115,7 +115,7 @@ class text_sprite {
 	uint32 spriteHeight; // height of text sprite
 	uint32 size;         // in bytes (= width * height * bit_depth)      NOT SURE WE NEED THIS FOR ANYTHING
 	uint32 surfaceId; // The surface we want to eventually draw this sprite on
-	_lineInfo lineInfo; // infomation about the lines in the text_block
+	_lineInfo lineInfo; // information about the lines in the text_block
 	_TSparams params;
 
 	// private functions:
@@ -163,10 +163,10 @@ public:
 		return size; // get byte-length of text sprite data
 	}
 	_lineInfo *GetLineInfo(void) {
-		return &lineInfo; // infomation about the lines in the text_block
+		return &lineInfo; // information about the lines in the text_block
 	}
 	_TSparams *GetParams(void) {
-		return ¶ms; // infomation about the lines in the text_block
+		return ¶ms; // information about the lines in the text_block
 	}
 	void SetSurface(uint32 sid) { surfaceId = sid; }
 	uint32 GetSurface() const { return surfaceId; }




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