diff --git a/Descent3/AIGoal.cpp b/Descent3/AIGoal.cpp index 803bef62..c59ac29d 100644 --- a/Descent3/AIGoal.cpp +++ b/Descent3/AIGoal.cpp @@ -64,7 +64,7 @@ * * 125 5/20/99 1:15a Chris * Improved BNode Path Following for end points on the path. Fixed bugs - * with non-auto targetting + * with non-auto targeting * * 124 5/18/99 10:57a Chris * Various bug fixes diff --git a/Descent3/AImain.cpp b/Descent3/AImain.cpp index 13e803ad..6ecaf9ff 100644 --- a/Descent3/AImain.cpp +++ b/Descent3/AImain.cpp @@ -36,7 +36,7 @@ * Bail from anim update if no anim data. * * 477 11/02/99 12:17p Chris - * Improved the targetting code (no max dist when in the same room as + * Improved the targeting code (no max dist when in the same room as * target) * * 476 10/24/99 10:46p Chris @@ -81,7 +81,7 @@ * He now only dodges player shots * * 463 7/26/99 1:16p Chris - * GB now dodges player (and targetted robot) shots + * GB now dodges player (and targeted robot) shots * * 462 5/24/99 3:23p Chris * Fixed team anarchy bug. @@ -114,7 +114,7 @@ * * 453 5/20/99 1:15a Chris * Improved BNode Path Following for end points on the path. Fixed bugs - * with non-auto targetting + * with non-auto targeting * * 452 5/19/99 2:16a Chris * Fixed gunboys in coop (will not fire on teammates now) @@ -627,7 +627,7 @@ * * 298 12/03/98 2:31p Chris * The auto-avoid friends flag is now cooler now (they avoid at greater - * distances when they are within thier circle distance from a targetted + * distances when they are within thier circle distance from a targeted * enemy) * * 297 12/03/98 12:24p Chris @@ -814,7 +814,7 @@ * 239 9/30/98 4:40p Chris * * 238 9/30/98 4:36p Chris - * Fixed a targetting bug + * Fixed a targeting bug * * 237 9/30/98 3:49p Chris * Changed comment @@ -825,7 +825,7 @@ * same as prev * * 234 9/28/98 7:03p Chris - * Improved targetting of objects by AIs + * Improved targeting of objects by AIs * * 233 9/28/98 6:23p Chris * Changed multi_anim to custom_anim @@ -834,7 +834,7 @@ * Added birth animations * * 231 9/28/98 1:15p Chris - * Fixed the targetting of parents(oops) after parent-collide-timeout + * Fixed the targeting of parents(oops) after parent-collide-timeout * * 230 9/28/98 10:34a Chris * Fixed a semi-colon bug @@ -905,7 +905,7 @@ * 208 7/28/98 5:41p Chris * * 207 7/28/98 5:04p Chris - * Added some new multiplayer support (for dodging and targetting) + * Added some new multiplayer support (for dodging and targeting) * * 206 7/24/98 6:06p Chris * Initial robot leading code -- needs multiple wb support @@ -1075,7 +1075,7 @@ * Print the notify number a robot gets when it is invalid * * 148 5/20/98 10:22a Chris - * Improved targetting stuff + * Improved targeting stuff * * 147 5/20/98 10:19a Chris * Fixed some bugs with status_reg's and circle distance @@ -5708,12 +5708,12 @@ bool AIObjFriend(object *obj, object *target) { int team = AIGetTeam(obj); int t_team = AIGetTeam(target); - // If this object is targetting you - it is your enemy + // If this object is targeting you - it is your enemy if ((target->control_type == CT_AI) && (target->ai_info->target_handle == obj->handle)) { return false; } - // If its neutral and not targetting you -- its not an enemy (unless your hostile) + // If its neutral and not targeting you -- its not an enemy (unless your hostile) if (team == AIF_TEAM_HOSTILE) return false; @@ -5772,7 +5772,7 @@ bool AIObjEnemy(object *obj, object *target) { int team = AIGetTeam(obj); int t_team = AIGetTeam(target); - // If this object is targetting you - it is your enemy + // If this object is targeting you - it is your enemy if ((target->control_type == CT_AI) && (target->ai_info->target_handle == obj->handle)) { return true; } @@ -5782,7 +5782,7 @@ bool AIObjEnemy(object *obj, object *target) { return false; } - // If its neutral and not targetting you -- its not an enemy (unless your hostile) + // If its neutral and not targeting you -- its not an enemy (unless your hostile) if ((team != AIF_TEAM_HOSTILE) && (t_team == AIF_TEAM_NEUTRAL && target->ai_info->target_handle != obj->handle)) { return false; } @@ -5944,7 +5944,7 @@ void AIDetermineTarget(object *obj) { } else // Team PTMC :) { if (Game_mode & GM_MULTI) { - // Multiplayer targetting (Major difference is that robot will ignore players while infighting in single player) + // Multiplayer targeting (Major difference is that robot will ignore players while infighting in single player) for (i = 0; i < MAX_PLAYERS; i++) { if ((NetPlayers[i].flags & NPF_CONNECTED) && (NetPlayers[i].sequence >= NETSEQ_PLAYING)) { object *target = &Objects[Players[i].objnum]; diff --git a/Descent3/WeaponFire.cpp b/Descent3/WeaponFire.cpp index 3a3f6aee..10d0f56b 100644 --- a/Descent3/WeaponFire.cpp +++ b/Descent3/WeaponFire.cpp @@ -96,7 +96,7 @@ * Tweaked min fire spread for diff levels * * 258 5/10/99 11:57p Chris - * Now related objects are not targetted by an omega cannon (I.e. things + * Now related objects are not targeted by an omega cannon (I.e. things * like a flag or something attached) * * 257 5/09/99 11:57p Jason diff --git a/Descent3/aistruct.h b/Descent3/aistruct.h index 56f5e66c..8b48ab68 100644 --- a/Descent3/aistruct.h +++ b/Descent3/aistruct.h @@ -179,7 +179,7 @@ * Added 13 new fields. AI fire spread works. * * 68 7/28/98 5:04p Chris - * Added some new multiplayer support (for dodging and targetting) + * Added some new multiplayer support (for dodging and targeting) * * 67 7/24/98 6:06p Chris * Initial robot leading code -- needs multiple wb support diff --git a/Descent3/matcen.cpp b/Descent3/matcen.cpp index 8f12d4fe..2cbbc0b3 100644 --- a/Descent3/matcen.cpp +++ b/Descent3/matcen.cpp @@ -1383,7 +1383,7 @@ void matcen::DoThinkFrame() { if ((!(m_status & MSTAT_NOT_HURT_PLAYER)) && (m_prod_mode == MMODE_PREPROD || m_prod_mode == MMODE_POSTPROD)) { float damage = MATCEN_DAMAGE_PER_SECOND * Frametime; if (Game_mode & GM_MULTI) { - // Multiplayer targetting (Major difference is that robot will ignore players while infighting in single player) + // Multiplayer targeting (Major difference is that robot will ignore players while infighting in single player) for (int i = 0; i < MAX_PLAYERS; ++i) { if (!((NetPlayers[i].flags & NPF_CONNECTED) && (NetPlayers[i].sequence >= NETSEQ_PLAYING))) continue; diff --git a/scripts/DallasFuncs.cpp b/scripts/DallasFuncs.cpp index f2664cbe..022a5f58 100644 --- a/scripts/DallasFuncs.cpp +++ b/scripts/DallasFuncs.cpp @@ -3365,7 +3365,7 @@ Sets the target for an AI object Parameters: Object - the object whose AI target is being set - Target - the object to be targetted for attack + Target - the object to be targeted for attack $$END */ void aAISetTarget(int objhandle, int targethandle) { AI_Value(objhandle, VF_SET, AIV_I_TARGET_HANDLE, &targethandle); }