[Scummvm-git-logs] scummvm master -> e84c6751fbbb554043675911b7a4d3597f3a4802
bluegr
noreply at scummvm.org
Wed Sep 11 08:57:50 UTC 2024
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
486ed4d48b JANITORIAL: ICB: Fix typos
e84c6751fb JANITORIAL: KYRA: Fix typos
Commit: 486ed4d48b3d588456a22069134538a7e02e330e
https://github.com/scummvm/scummvm/commit/486ed4d48b3d588456a22069134538a7e02e330e
Author: Hubert Maier (raziel- at users.noreply.github.com)
Date: 2024-09-11T11:54:47+03:00
Commit Message:
JANITORIAL: ICB: Fix typos
Changed paths:
engines/icb/barriers.cpp
engines/icb/camera.cpp
engines/icb/general_npc_animation.cpp
engines/icb/logic.cpp
engines/icb/options_manager_pc.cpp
engines/icb/session.cpp
diff --git a/engines/icb/barriers.cpp b/engines/icb/barriers.cpp
index 705fc870e0f..8bef07d037e 100644
--- a/engines/icb/barriers.cpp
+++ b/engines/icb/barriers.cpp
@@ -75,7 +75,7 @@ PXreal REPULSE_DISTANCE = (15 * REAL_ONE); // 15 cm
__barrier_result _game_session::Check_barrier_bump_and_bounce(PXreal newx, PXreal newy, PXreal newz, PXreal oldx, PXreal /* oldy */, PXreal oldz, bool8 pl) {
// see if the coordinates passed are close to the players current barriers
- // returns 0 no barrier found thats too near
+ // returns 0 no barrier found that's too near
// 1 a barrier was too close
RouteBarrier *bar;
diff --git a/engines/icb/camera.cpp b/engines/icb/camera.cpp
index 36b6b2eafad..3f972eb2557 100644
--- a/engines/icb/camera.cpp
+++ b/engines/icb/camera.cpp
@@ -452,7 +452,7 @@ bool8 _game_session::Process_wa_list() {
// in case we are coming here afresh - from a reset camera director - i.e. from nethack mode
// find the floor and set the current camera
- // in other words we fake the system to think that the floor camera is chosen - thats how we decide
+ // in other words we fake the system to think that the floor camera is chosen - that's how we decide
// who is on camera.
if (!g_mission->camera_follow_id_overide) {
diff --git a/engines/icb/general_npc_animation.cpp b/engines/icb/general_npc_animation.cpp
index 7c075fdaeb3..d48798898f5 100644
--- a/engines/icb/general_npc_animation.cpp
+++ b/engines/icb/general_npc_animation.cpp
@@ -729,7 +729,7 @@ int32 _game_session::Soften_up_anim_file(__mega_set_names link, int32 diff) {
bool8 _game_session::Play_anim() {
// plays anim until finished
// keeps playing anim even if motion has been stopped
- // when current is done it will play the queued M->next_anim_type if it exists. When thats done we're done
+ // when current is done it will play the queued M->next_anim_type if it exists. When that's done we're done
// returns 1 when done
// 0 we need to come back next cycle
@@ -768,7 +768,7 @@ bool8 _game_session::Play_anim() {
bool8 _game_session::Play_reverse_anim() {
// plays anim until finished
// keeps playing anim even if motion has been stopped
- // when current is done it will play the queued M->next_anim_type if it exists. When thats done we're done
+ // when current is done it will play the queued M->next_anim_type if it exists. When that's done we're done
// returns 1 when done
// 0 we need to come back next cycle
@@ -809,7 +809,7 @@ bool8 _game_session::Play_reverse_anim() {
bool8 _game_session::Play_anim_with_no_movement() {
// plays anim until finished
// keeps playing anim even if motion has been stopped
- // when current is done it will play the queued M->next_anim_type if it exists. When thats done we're done
+ // when current is done it will play the queued M->next_anim_type if it exists. When that's done we're done
// returns 1 when done
// 0 we need to come back next cycle
diff --git a/engines/icb/logic.cpp b/engines/icb/logic.cpp
index 3e00f9c4dbe..bf679120a8b 100644
--- a/engines/icb/logic.cpp
+++ b/engines/icb/logic.cpp
@@ -458,7 +458,7 @@ void _game_session::Context_check(uint32 script_name) {
mcodeFunctionReturnCodes fn_context_chosen_logic(int32 &result, int32 *params) {
// the logic context script has chosen a logic to set up but we do nothing if the script is running already
- // this function is used for an immediate logic change - i.e. it wont wait for animations to finish first
+ // this function is used for an immediate logic change - i.e. it won't wait for animations to finish first
// params[0] ascii name of new script
@@ -604,7 +604,7 @@ void _game_session::Shut_down_id(uint32 id) {
}
mcodeFunctionReturnCodes fn_shut_down_object(int32 &result, int32 *params) {
- // shut down current object - wont be logic processed any int32er
+ // shut down current object - won't be logic processed any int32er
return (MS->fn_shut_down_object(result, params));
}
@@ -617,7 +617,7 @@ mcodeFunctionReturnCodes _game_session::fn_shut_down_object(int32 & /*result*/,
}
mcodeFunctionReturnCodes fn_pause(int32 &result, int32 *params) {
- // shut down current object - wont be logic processed any int32er
+ // shut down current object - won't be logic processed any int32er
return (MS->fn_pause(result, params));
}
@@ -643,7 +643,7 @@ mcodeFunctionReturnCodes _game_session::fn_pause(int32 &, int32 *params) {
}
mcodeFunctionReturnCodes fn_missing_routine(int32 &, int32 *) {
- // shut down current object - wont be logic processed any int32er
+ // shut down current object - won't be logic processed any int32er
Message_box("fn_missing_routine shutting down [%s]", MS->Fetch_object_name(MS->Fetch_cur_id()));
MS->Shut_down_object(" - fn_missing_routine");
diff --git a/engines/icb/options_manager_pc.cpp b/engines/icb/options_manager_pc.cpp
index 0007e979994..403e06368b1 100644
--- a/engines/icb/options_manager_pc.cpp
+++ b/engines/icb/options_manager_pc.cpp
@@ -3396,7 +3396,7 @@ void OptionsManager::EditSlotLabel() {
// Shall we quit
if (c == Common::KEYCODE_RETURN) {
- // Not allowed an empty name 'cos thats daft
+ // Not allowed an empty name 'cos that's daft
if (!VerifyLabel())
return;
diff --git a/engines/icb/session.cpp b/engines/icb/session.cpp
index ce744830ba0..b2e4c2c5dd4 100644
--- a/engines/icb/session.cpp
+++ b/engines/icb/session.cpp
@@ -978,7 +978,7 @@ void _game_session::Script_cycle() {
// ret is:
// 0 done enough this cycle
// 1 current script has finished and hit closing brace
- // 2 FN_ returned an IR_TERMINATE to interpretter so we just go around - new script or gosub
+ // 2 FN_ returned an IR_TERMINATE to interpreter so we just go around - new script or gosub
if (ret == IR_RET_SCRIPT_FINISHED) { // script has finished so drop down a level
if (L->logic_level) { // not on base, so we can just drop down to the script below
Commit: e84c6751fbbb554043675911b7a4d3597f3a4802
https://github.com/scummvm/scummvm/commit/e84c6751fbbb554043675911b7a4d3597f3a4802
Author: Hubert Maier (raziel- at users.noreply.github.com)
Date: 2024-09-11T11:57:08+03:00
Commit Message:
JANITORIAL: KYRA: Fix typos
Changed paths:
engines/kyra/engine/darkmoon.cpp
engines/kyra/engine/eobcommon.cpp
engines/kyra/engine/kyra_hof.cpp
engines/kyra/graphics/screen.cpp
engines/kyra/kyra_v1.h
engines/kyra/resource/staticres_eob.cpp
engines/kyra/script/script.h
diff --git a/engines/kyra/engine/darkmoon.cpp b/engines/kyra/engine/darkmoon.cpp
index 86d66d316f9..77db9472b8e 100644
--- a/engines/kyra/engine/darkmoon.cpp
+++ b/engines/kyra/engine/darkmoon.cpp
@@ -441,7 +441,7 @@ void DarkMoonEngine::replaceMonster(int unit, uint16 block, int pos, int dir, in
// The boss level and the mindflayer level share the same monster data. If you hang around
// long enough in the mindflayer level all 30 monster slots will be used up. When this
// happens it will trigger the dragon transformation sequence when Dran is moved around by script.
- // We avoid removing Dran here by prefering monster slots occupied by monsters from another
+ // We avoid removing Dran here by preferring monster slots occupied by monsters from another
// sub level.
if (_monsters[i].sub != _currentSub) {
index = i;
diff --git a/engines/kyra/engine/eobcommon.cpp b/engines/kyra/engine/eobcommon.cpp
index 340868605f9..68e124fa43d 100644
--- a/engines/kyra/engine/eobcommon.cpp
+++ b/engines/kyra/engine/eobcommon.cpp
@@ -1080,7 +1080,7 @@ int EoBCoreEngine::incrCharacterHitPointsDividendByLevel(int charIndex, int leve
if (shouldRollHitDieAtCurrentLevel(charIndex, levelIndex)) {
/*
* Per AD&D 2nd Edition Player's Handbook, HP adjustment is added
- * or substracted from each Hit Die rolled for the character.
+ * or subtracted from each Hit Die rolled for the character.
*
* If the adjustment would lower the number rolled to 0 or less,
* the final result should be considered to be 1.
diff --git a/engines/kyra/engine/kyra_hof.cpp b/engines/kyra/engine/kyra_hof.cpp
index 41223989937..130b4f358fc 100644
--- a/engines/kyra/engine/kyra_hof.cpp
+++ b/engines/kyra/engine/kyra_hof.cpp
@@ -1415,7 +1415,7 @@ void KyraEngine_HoF::snd_playVoiceFile(int id) {
Common::sprintf_s(vocFile, "%07d", id);
if (_sound->isVoicePresent(vocFile)) {
// Unlike the original I have added a timeout here. I have chosen a size that makes sure that it
- // won't get triggered in bug #11309 or similiar situations, but still avoids infinite hangups
+ // won't get triggered in bug #11309 or similar situations, but still avoids infinite hangups
// if something goes wrong.
uint32 timeout = _system->getMillis() + 5000;
while (snd_voiceIsPlaying() && _system->getMillis() < timeout && !skipFlag() && !shouldQuit())
diff --git a/engines/kyra/graphics/screen.cpp b/engines/kyra/graphics/screen.cpp
index d65a705cdbf..606ca9f973a 100644
--- a/engines/kyra/graphics/screen.cpp
+++ b/engines/kyra/graphics/screen.cpp
@@ -3122,7 +3122,7 @@ void Screen::showMouse() {
CursorMan.showMouse(true);
// We need to call OSystem::updateScreen here, else the mouse cursor
- // will only be visible on mouse movment.
+ // will only be visible on mouse movement.
updateBackendScreen(true);
}
@@ -3646,9 +3646,9 @@ void Screen::crossFadeRegion(int x1, int y1, int x2, int y2, int w, int h, int s
addDirtyRect(dX, dY, 1, 1);
}
- // This tries to speed things up, to get similiar speeds as in DOSBox etc.
+ // This tries to speed things up, to get similar speeds as in DOSBox etc.
// We can't write single pixels directly into the video memory like the original did.
- // We also (unlike the original) want to aim at similiar speeds for all platforms.
+ // We also (unlike the original) want to aim at similar speeds for all platforms.
if (!(i % 10))
updateScreen();
diff --git a/engines/kyra/kyra_v1.h b/engines/kyra/kyra_v1.h
index c6e7c0d9a5c..d8ee41ed63b 100644
--- a/engines/kyra/kyra_v1.h
+++ b/engines/kyra/kyra_v1.h
@@ -68,7 +68,7 @@ class KyraMetaEngine;
* all sound drivers that the originals had.
* Some execeptions:
* - The PC-98 version of Eye of the Beholder II is not yet supported.
- * - We don't support NES or Gameboy versions of Eye of the Beholder.
+ * - We don't support NES or Game Boy versions of Eye of the Beholder.
*
* The official translations of the games of which we are aware are mostly
* supported. Some of the more rare versions (of which we don't even know
diff --git a/engines/kyra/resource/staticres_eob.cpp b/engines/kyra/resource/staticres_eob.cpp
index a64f41a21d3..cfc13d5b3a9 100644
--- a/engines/kyra/resource/staticres_eob.cpp
+++ b/engines/kyra/resource/staticres_eob.cpp
@@ -552,7 +552,7 @@ void EoBCoreEngine::initStaticResource() {
// Hard code the following strings, since EOB I doesn't have them in the original.
// EOB I doesn't have load and save menus, because there is only one single
- // save slot. Instead of emulating this we provide a menu similiar to EOB II.
+ // save slot. Instead of emulating this we provide a menu similar to EOB II.
// EOB I SegaCD actually has save/load menus with more than 1 slot if there is
// a RAM cart present). I supply the strings here, too...
diff --git a/engines/kyra/script/script.h b/engines/kyra/script/script.h
index 9594bc32e99..c0d2eb3034e 100644
--- a/engines/kyra/script/script.h
+++ b/engines/kyra/script/script.h
@@ -76,7 +76,7 @@ public:
// It seems Westwood missunderstood the 'size' field of the FORM chunk.
//
// For EMC scripts (type EMC2) it's filesize instead of filesize - 8,
- // means accidently including the 8 bytes used by the chunk header for the FORM
+ // means accidentally including the 8 bytes used by the chunk header for the FORM
// chunk.
//
// For TIM scripts (type AVFS) it's filesize - 12 instead of filesize - 8,
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