Fix spello "it's"

This commit is contained in:
Jan Engelhardt 2024-09-03 13:03:41 +02:00
parent 38b835a03b
commit 5f0bdf8184
78 changed files with 171 additions and 171 deletions

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@ -86,7 +86,7 @@
*
* 5 2/04/97 11:14a Samir
* Improved clipping system by adding a separate clipport based off of the
* viewport's rectangle in it's parent surface
* viewport's rectangle in its parent surface
*
* $NoKeywords: $
*/

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@ -70,7 +70,7 @@
*
* 7 2/04/97 11:14a Samir
* Improved clipping system by adding a separate clipport based off of the
* viewport's rectangle in it's parent surface
* viewport's rectangle in its parent surface
*
* 6 2/03/97 3:00p Samir
* Fixed x updating problem in draw_text_line

View File

@ -87,7 +87,7 @@
*
* 7 2/04/97 11:14a Samir
* Improved clipping system by adding a separate clipport based off of the
* viewport's rectangle in it's parent surface
* viewport's rectangle in its parent surface
*
* 6 2/03/97 7:56p Samir
*

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@ -63,7 +63,7 @@
*
* 45 7/11/98 9:16p Jeff
* moved automatically drawing monitor overlay graphics from update() to a
* function of it's own, that way the TelCom API can be avoided if needed
* function of its own, that way the TelCom API can be avoided if needed
*
* 44 7/09/98 8:33p Samir
* changes for new streaming interface.

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@ -243,7 +243,7 @@ bool dInven_Add(Inventory *inven, int type, int id, object *parent, int aux_type
return inven->Add(type, id, parent, aux_type, aux_id, flags, description);
}
// adds an object to the inventory (marked by it's objhandle)
// adds an object to the inventory (marked by its objhandle)
bool dInven_AddObject(Inventory *inven, int object_handle, int flags, char *description) {
return inven->AddObject(object_handle, flags, description);
}
@ -253,7 +253,7 @@ bool dInven_AddCounterMeasure(Inventory *inven, int id, int aux_type, int aux_id
return inven->AddCounterMeasure(id, aux_type, aux_id, flags, description);
}
// removes an item from the inventory (reduces it's count by one...if there is no more, then it goes bye-bye)
// removes an item from the inventory (reduces its count by one...if there is no more, then it goes bye-bye)
// to remove an object that was added via objhandle, then pass the objhandle
// in the 'type' parameter, and don't pass in an id.
bool dInven_Remove(Inventory *inven, int type, int id) { return inven->Remove(type, id); }
@ -261,7 +261,7 @@ bool dInven_Remove(Inventory *inven, int type, int id) { return inven->Remove(ty
// uses an item in the inventory (also reduces its count by one...if there is no more, then it goes bye-bye)
bool dInven_Use(Inventory *inven, int type, int id, object *parent) { return inven->Use(type, id, parent); }
// uses an item in the inventory (given it's objhandle).
// uses an item in the inventory (given its objhandle).
bool dInven_UseObjHandle(Inventory *inven, int objhandle, object *parent) { return inven->Use(objhandle, parent); }
// returns how many unique type/ids are in the inventory
@ -325,7 +325,7 @@ bool dInven_AtEnd(Inventory *inven) { return inven->AtEnd(); }
// jump right to an item in the inventory
void dInven_GotoPos(Inventory *inven, int newpos) { inven->GotoPos(newpos); }
// jump right to an item in the inventory give it's type and id
// jump right to an item in the inventory given its type and id
// to jump to an item that was added via object handle, pass the object
// handle in as the type, and make id -1.
void dInven_GotoPosTypeID(Inventory *inven, int type, int id) { inven->GotoPos(type, id); }

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@ -95,18 +95,18 @@ void ChangePlayerShipIndex(int pnum, int ship_index);
// adds a type/id item to the inventory (returns true on success)
bool dInven_Add(Inventory *inven, int type, int id, object *parent = NULL, int aux_type = -1, int aux_id = -1,
int flags = 0, char *description = NULL);
// adds an object to the inventory (marked by it's objhandle)
// adds an object to the inventory (marked by its objhandle)
bool dInven_AddObject(Inventory *inven, int object_handle, int flags = 0, char *description = NULL);
// adds a special cased CounterMeasure into the inventory
bool dInven_AddCounterMeasure(Inventory *inven, int id, int aux_type = -1, int aux_id = -1, int flags = 0,
char *description = NULL);
// removes an item from the inventory (reduces it's count by one...if there is no more, then it goes bye-bye)
// removes an item from the inventory (reduces its count by one...if there is no more, then it goes bye-bye)
// to remove an object that was added via objhandle, then pass the objhandle
// in the 'type' parameter, and don't pass in an id.
bool dInven_Remove(Inventory *inven, int type, int id = -1);
// uses an item in the inventory (also reduces its count by one...if there is no more, then it goes bye-bye)
bool dInven_Use(Inventory *inven, int type, int id, object *parent = NULL);
// uses an item in the inventory (given it's objhandle).
// uses an item in the inventory (given its objhandle).
bool dInven_UseObjHandle(Inventory *inven, int objhandle, object *parent = NULL);
// returns how many unique type/ids are in the inventory
int dInven_Size(Inventory *inven);
@ -153,7 +153,7 @@ bool dInven_AtBeginning(Inventory *inven);
bool dInven_AtEnd(Inventory *inven);
// jump right to an item in the inventory
void dInven_GotoPos(Inventory *inven, int newpos);
// jump right to an item in the inventory give it's type and id
// jump right to an item in the inventory given its type and id
// to jump to an item that was added via object handle, pass the object
// handle in as the type, and make id -1.
void dInven_GotoPosTypeID(Inventory *inven, int type, int id);

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@ -391,7 +391,7 @@ void Inventory::Reset(bool in_game, int reset_stage) {
ValidatePos(true);
}
// adds an object to the inventory (marked by it's objhandle)
// adds an object to the inventory (marked by its objhandle)
bool Inventory::AddObject(int object_handle, int flags, const char *description) {
// make sure we can fit another object
if (count >= MAX_UNIQUE_INVEN_ITEMS) {
@ -558,7 +558,7 @@ bool Inventory::AddCounterMeasure(int id, int aux_type, int aux_id, int flags, c
newnode->count = 1;
} else {
// there is an item of that type/id already, just increase it's count
// there is an item of that type/id already, just increase its count
newnode->count++;
// mprintf(0,"Inventory: Item #%d (%s) Count increased to %d\n",count,newnode->name,newnode->count);
}
@ -635,7 +635,7 @@ bool Inventory::AddObjectItem(int otype, int oid, int oauxt, int oauxi, int flag
newnode->count = 1;
} else {
// there is an item of that type/id already, just increase it's count
// there is an item of that type/id already, just increase its count
newnode->count++;
}
}

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@ -248,11 +248,11 @@ public:
// adds a type/id item to the inventory (returns true on success)
bool Add(int type, int id, object *parent = NULL, int aux_type = -1, int aux_id = -1, int flags = 0,
const char *description = NULL);
// adds an object to the inventory (marked by it's objhandle)
// adds an object to the inventory (marked by its objhandle)
bool AddObject(int object_handle, int flags = 0, const char *description = NULL);
// adds a special cased CounterMeasure into the inventory
bool AddCounterMeasure(int id, int aux_type = -1, int aux_id = -1, int flags = 0, const char *description = NULL);
// removes an item from the inventory (reduces it's count by one...if there is no more, then it goes bye-bye)
// removes an item from the inventory (reduces its count by one...if there is no more, then it goes bye-bye)
bool Remove(int type, int id = -1);
// uses an item in the inventory (also reduces its count by one...if there is no more, then it goes bye-bye)
bool Use(int type, int id, object *parent = NULL);

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@ -97,7 +97,7 @@
* scripts are not really used in demos)
*
* 94 3/10/99 6:44p Jeff
* fixed exported game cinematic function for canned cinematics, so it's
* fixed exported game cinematic function for canned cinematics, so its
* prototype doesn't change (oem patch friendly)
*
* 93 3/10/99 6:21p Jeff
@ -1427,9 +1427,9 @@ void Osiris_UnloadMissionModule(void) {
// Osiris_BindScriptsToObject
// Purpose:
// Call this function after an object has been created to bind all the scripts associated
// with it to the object. This function must be called near the end of it's initialization,
// with it to the object. This function must be called near the end of its initialization,
// to make sure that all fields have been filled in. This function does not call any events.
// This function will also load any dll's needed for it's game script.
// This function will also load any dll's needed for its game script.
// returns false if nothing was bound.
bool Osiris_BindScriptsToObject(object *obj) {
ASSERT(obj->osiris_script == NULL);
@ -1520,7 +1520,7 @@ bool Osiris_BindScriptsToObject(object *obj) {
obj->osiris_script->level_script.script_instance = NULL;
os = obj->osiris_script;
// we have the module loaded for the object, now we need to setup it's default script
// we have the module loaded for the object, now we need to setup its default script
gos_id = OSIRIS_loaded_modules[dll_id].GetGOScriptID(page_name, isdoor);
if (gos_id == -1) {
@ -1795,7 +1795,7 @@ void Osiris_DetachScriptsFromObject(object *obj) {
os = obj->osiris_script;
// free up the scripts for the object, starting with it's default script
// free up the scripts for the object, starting with its default script
if (os->default_script.script_instance) {
// first we need to free the instance
dll_id = os->default_script.DLLID;
@ -1989,7 +1989,7 @@ bool Osiris_CallLevelEvent(int event, tOSIRISEventInfo *data) {
}
if (tOSIRISCurrentLevel.level_loaded) {
// there is a loaded level, get it's dll id and call it's event
// there is a loaded level, get its dll id and call its event
int dll_id = tOSIRISCurrentLevel.dll_id;
void *instance = tOSIRISCurrentLevel.instance;
@ -2116,7 +2116,7 @@ bool Osiris_IsEventEnabled(int event) {
// Triggers an event for an object. Pass in the event number and the associated
// structure of data. All events will be chained through the associated scripts of the
// object (as long as they are available) in the order: custom script, level script,
// mission script, and finally it's default script. The chain breaks if one of the scripts
// mission script, and finally its default script. The chain breaks if one of the scripts
// returns false on the call to their CallInstanceEvent().
bool Osiris_CallEvent(object *obj, int event, tOSIRISEventInfo *data) {
if ((Game_mode & GM_MULTI) && (Netgame.local_role != LR_SERVER)) {
@ -3291,7 +3291,7 @@ to OMMS_Attach() and OMMS_Detach(). ALWAYS make sure that you detach before you
// Allocates a block of global memory for this module, of size amount_of_memory.
// unique_identfier is the script provided unique ID which is used throughout.
// script_identifier is the pointer of data provided to the script in it's InitializeDLL function (really the name of
// script_identifier is the pointer of data provided to the script in its InitializeDLL function (really the name of
the script)
// Returns -1 if there isn't enough available memory
// Returns -2 if the unique identifier passed in is already used, but the requested amount_of_memory is different
@ -3324,7 +3324,7 @@ subtracts).
// Returns -1 if the module was never OMMS_Malloc()'d.
OMMSHANDLE OMMS_Find(uint32_t unique_identifier,char *script_identifier);
// Returns information about the OMMS memory given it's handle returned from the OMMS_Find() or
// Returns information about the OMMS memory given its handle returned from the OMMS_Find() or
// OMMS_Malloc(). Returns 0 if the handle was invalid, 1 if the information has been filled in;
// Pass NULL in for those parameters you don't need information about.
char OMMS_GetInfo(OMMSHANDLE handle,uint32_t *mem_size,uint32_t *uid,uint16_t *reference_count,uint8_t *has_free_been_called);
@ -3375,7 +3375,7 @@ tOMMSNode *Osiris_OMMS_FindHandle(OMMSHANDLE handle, tOMMSHashNode **hash = NULL
// Allocates a block of global memory for this module, of size amount_of_memory.
// unique_identfier is the script provided unique ID which is used throughout.
// script_identifier is the pointer of data provided to the script in it's InitializeDLL function (really the name of
// script_identifier is the pointer of data provided to the script in its InitializeDLL function (really the name of
// the script) Returns -1 if there isn't enough available memory Returns -2 if the unique identifier passed in is
// already used, but the requested amount_of_memory is different Returns -3 if the unique identifier passed in is
// already used, same size requested
@ -3407,7 +3407,7 @@ static void Osiris_OMMS_Free(OMMSHANDLE handle);
// Returns -1 if the module was never OMMS_Malloc()'d.
static OMMSHANDLE Osiris_OMMS_Find(uint32_t unique_identifier, char *script_identifier);
// Returns information about the OMMS memory given it's handle returned from the OMMS_Find() or
// Returns information about the OMMS memory given its handle returned from the OMMS_Find() or
// OMMS_Malloc(). Returns 0 if the handle was invalid, 1 if the information has been filled in;
// Pass NULL in for those parameters you don't need information about.
static char Osiris_OMMS_GetInfo(OMMSHANDLE handle, uint32_t *mem_size, uint32_t *uid, uint16_t *reference_count,
@ -3765,7 +3765,7 @@ tOMMSNode *Osiris_OMMS_FindHandle(OMMSHANDLE handle, tOMMSHashNode **hash) {
// Allocates a block of global memory for this module, of size amount_of_memory.
// unique_identfier is the script provided unique ID which is used throughout.
// script_identifier is the pointer of data provided to the script in it's InitializeDLL function (really the name of
// script_identifier is the pointer of data provided to the script in its InitializeDLL function (really the name of
// the script) Returns -1 if there isn't enough available memory Returns -2 if the unique identifier passed in is
// already used, but the requested amount_of_memory is different If the memory has already been allocated, it will
// return the handle.
@ -3865,7 +3865,7 @@ OMMSHANDLE Osiris_OMMS_Find(uint32_t unique_identifier, char *script_identifier)
return ((hash->base_id << 16) | (node->id));
}
// Returns information about the OMMS memory given it's handle returned from the OMMS_Find() or
// Returns information about the OMMS memory given its handle returned from the OMMS_Find() or
// OMMS_Malloc(). Returns 0 if the handle was invalid, 1 if the information has been filled in;
// Pass NULL in for those parameters you don't need information about.
char Osiris_OMMS_GetInfo(OMMSHANDLE handle, uint32_t *mem_size, uint32_t *uid, uint16_t *reference_count,

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@ -2576,7 +2576,7 @@ void ResetPlayerObject(int slot, bool f_reset_pos) {
ResetReticle();
}
// Resets a player's control type back to it's default setting
// Resets a player's control type back to its default setting
void ResetPlayerControlType(int slot) {
ASSERT(slot >= 0 && slot < MAX_PLAYERS);

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@ -286,7 +286,7 @@
*
* 72 7/11/98 9:16p Jeff
* moved automatically drawing monitor overlay graphics from update() to a
* function of it's own, that way the TelCom API can be avoided if needed
* function of its own, that way the TelCom API can be avoided if needed
*
* 71 7/08/98 8:06p Jeff
* Initial creation of TelComCargo
@ -1273,7 +1273,7 @@ bool TelComMainMenu(tTelComInfo *tcs) {
strcpy(MMButtons[mm].text, TXT(TCMMButtonDesc[mm]));
// now if it's enabled,fill in it's info
// now if it's enabled, fill in its info
// create the button
if (MMButtons[mm].enabled) {
buttdesc.x = mm_x;
@ -2457,7 +2457,7 @@ void TelComEnableSystemKey(int key, bool enable) {
}
/*
* Calling this sends an event message to the TelCom, adding it to it's event queue
* Calling this sends an event message to the TelCom, adding it to its event queue
*
*/
void TelComSendEvent(int event_num, int parm1, int parm2) {
@ -2967,7 +2967,7 @@ void TelComHandleKeyPress(int key, bool click, int screen_id) {
curr_focus = found;
}
// if the effect to use (curr_focus) is a button, than get it's parent ID, make sure it is a text effect
// if the effect to use (curr_focus) is a button, than get its parent ID, make sure it is a text effect
if (TCEffects[curr_focus].type == EFX_BUTTON) {
int parent_id = TCEffects[curr_focus].buttoninfo.parent;
if (parent_id == -1 ||
@ -3994,7 +3994,7 @@ void TelCom_ClearSystemQueue(void) {
}
/*
* Calling this sends an event message to the TelCom System Queue, adding it to it's event queue
* Calling this sends an event message to the TelCom System Queue, adding it to its event queue
*
*/
void TelCom_SendSystemEvent(int event_num, int parm1, int parm2) {

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@ -242,7 +242,7 @@ bool TelComJumpScreen(int screen);
*/
void TelComInitEventManager(void);
/*
* Calling this sends an event message to the TelCom, adding it to it's event queue
* Calling this sends an event message to the TelCom, adding it to its event queue
*
*/
void TelComSendEvent(int event_num, int parm1 = 0, int parm2 = 0);

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@ -136,7 +136,7 @@
*
* 4 7/11/98 9:16p Jeff
* moved automatically drawing monitor overlay graphics from update() to a
* function of it's own, that way the TelCom API can be avoided if needed
* function of its own, that way the TelCom API can be avoided if needed
*
* 3 6/16/98 10:54a Jeff
*

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@ -394,7 +394,7 @@ void EfxFreeEffect(tceffect *tce) {
tce->monitor = -1;
}
// Initializes an effect based on it's type
// Initializes an effect based on its type
void EfxInit(tceffect *tce, bool tab_stop, bool gets_focus) {
ASSERT(tce);

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@ -307,7 +307,7 @@ void EfxDestroyScreen(int screen);
// Frees up any memory allocated for effect, sets type to EFX_NONE
void EfxFreeEffect(tceffect *tce);
// Initializes an effect based on it's type
// Initializes an effect based on its type
void EfxInit(tceffect *tce, bool tab_stop, bool gets_focus);
// Renders a Monitor

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@ -247,7 +247,7 @@ static float KeyframeAnimateCockpit();
// loads cockpit. model_name = NULL, then will not load in model name.
static void LoadCockpitInfo(const char *ckt_file, tCockpitCfgInfo *info);
//////////////////////////////////////////////////////////////////////////////
// Initializes the cockpit by loading it in and initializing all it's gauges.
// Initializes the cockpit by loading it in and initializing all its gauges.
// initialization of cockpit.
void InitCockpit(int ship_index) {
tCockpitCfgInfo cfginfo;

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@ -57,7 +57,7 @@
*
* 7 10/06/97 1:03p Samir
* Took out script name. Doorways are objects, and if there is a custom
* script for a doorway, we look at it's object.
* script for a doorway, we look at its object.
*
* 6 10/06/97 1:01p Jason
* made doors work with scripts (sort of)

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@ -294,7 +294,7 @@
*
* 109 10/11/98 3:03a Jeff
* made the game handle the Multiplayer D3M file refusing to load (because
* it's init failed for some reason)
* its init failed for some reason)
*
* 108 10/08/98 7:28p Samir
* revamped sequencing.
@ -1262,7 +1262,7 @@ void EndFrame() {
FramePop(&x1, &y1, &x2, &y2, &clear); // pop off frame just ending
// see if there is a frame on the stack...if so, restore it's settings
// see if there is a frame on the stack...if so, restore its settings
if (FramePeek(&x1, &y1, &x2, &y2, &clear)) {
// restore this frame
StartFrame(x1, y1, x2, y2, clear, false);

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@ -94,7 +94,7 @@
* intro cams are letterbox
*
* 28 3/10/99 6:44p Jeff
* fixed exported game cinematic function for canned cinematics, so it's
* fixed exported game cinematic function for canned cinematics, so its
* prototype doesn't change (oem patch friendly)
*
* 27 3/10/99 6:20p Jeff

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@ -776,7 +776,7 @@
* Added Terrain casting to config
*
* 82 5/06/98 4:32p Samir
* moved ui init back to it's proper place.
* moved ui init back to its proper place.
*
* 81 5/06/98 12:44p Jeff
* added saving/restoring video resolution
@ -1532,12 +1532,12 @@ void InitIOSystems(bool editor) {
}
}
// Initialize debug graph early incase any system uses it in it's init
// Initialize debug graph early incase any system uses it in its init
INIT_MESSAGE(("Initializing debug graph."));
DebugGraph_Initialize();
// initialize all the OSIRIS systems
// extract from extra.hog first, so it's dll files are listed ahead of d3.hog's
// extract from extra.hog first, so its DLL files are listed ahead of d3.hog's
INIT_MESSAGE(("Initializing OSIRIS."));
Osiris_InitModuleLoader();
if (extra13_hid != -1)

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@ -976,7 +976,7 @@ int LGSObjects(CFILE *fp, int version) {
uint8_t l_rend_type;
gs_ReadByte(fp, l_rend_type);
// See if the object has changed from it's original lightmap type
// See if the object has changed from its original lightmap type
// DAJ added check for type
if ((Objects[i].type != OBJ_NONE) && (Objects[i].lighting_render_type == LRT_LIGHTMAPS) &&
(l_rend_type != LRT_LIGHTMAPS)) {

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@ -424,7 +424,7 @@ try_english:
return (scount == (*size));
}
// Given a string table and it's count of strings, it will free up it's memory
// Given a string table and its count of strings, it will free up its memory
void DestroyStringTable(char **table, int size) {
if ((size > 0) && (table)) {
for (int i = 0; i < size; i++) {

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@ -64,7 +64,7 @@ const char *GetStringFromTable(int index);
// it will load the string table and fill in the information
// returns true on success
bool CreateStringTable(const char *filename, char ***table, int *size);
// Given a string table and it's count of strings, it will free up it's memory
// Given a string table and its count of strings, it will free up its memory
void DestroyStringTable(char **table, int size);
// GrowString class

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@ -5363,7 +5363,7 @@ void MultiSendObject(object *obj, uint8_t announce, uint8_t demo_record) {
MultiAddByte(obj->type, data, &count);
MultiAddUint(index, data, &count);
// If it's a ghost object (type==OBJ_DUMMY) send it's old type
// If it's a ghost object (type==OBJ_DUMMY) send its old type
if (obj->type == OBJ_DUMMY)
MultiAddByte(obj->dummy_type, data, &count);

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@ -566,7 +566,7 @@
* Added another safety check for docycledanim
*
* 149 8/12/98 6:37p Jeff
* added functions to ghost an object (make it's type to OBJ_DUMMY) and
* added functions to ghost an object (make its type to OBJ_DUMMY) and
* unghost
*
* 148 8/12/98 12:04p Chris
@ -3465,7 +3465,7 @@ object *ObjGetUltimateParent(object *child) {
return ret;
}
// Sets an object to a type OBJ_DUMMY (saves it's old type) so it won't be renderered, etc, but still alive
// Sets an object to a type OBJ_DUMMY (saves its old type) so it won't be renderered, etc, but still alive
void ObjGhostObject(int objnum) {
ASSERT(objnum >= 0 && objnum < MAX_OBJECTS);
if (objnum < 0 || objnum >= MAX_OBJECTS)
@ -3485,7 +3485,7 @@ void ObjGhostObject(int objnum) {
obj->type = OBJ_DUMMY;
}
// Restores a ghosted object back to it's old type
// Restores a ghosted object back to its old type
void ObjUnGhostObject(int objnum) {
ASSERT(objnum >= 0 && objnum < MAX_OBJECTS);
if (objnum < 0 || objnum >= MAX_OBJECTS)

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@ -174,7 +174,7 @@
* added ObjUnlink call.
*
* 130 8/12/98 6:37p Jeff
* added functions to ghost an object (make it's type to OBJ_DUMMY) and
* added functions to ghost an object (make its type to OBJ_DUMMY) and
* unghost
*
* 129 8/12/98 12:04p Chris
@ -807,7 +807,7 @@ object *ObjGetUltimateParent(object *child);
// Sets an object to a type OBJ_DUMMY (saves its old type) so it won't be renderered, etc, but still alive
void ObjGhostObject(int objnum);
// Restores a ghosted object back to it's old type
// Restores a ghosted object back to its old type
void ObjUnGhostObject(int objnum);
/////////////////////////////////

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@ -193,9 +193,9 @@ extern void Osiris_UnloadMissionModule(void);
// Osiris_BindScriptsToObject
// Purpose:
// Call this function after an object has been created to bind all the scripts associated
// with it to the object. This function must be called near the end of it's initialization,
// with it to the object. This function must be called near the end of its initialization,
// to make sure that all fields have been filled in. This function does not call any events.
// This function will also load any dll's needed for it's game script.
// This function will also load any dll's needed for its game script.
// returns false if nothing was bound.
extern bool Osiris_BindScriptsToObject(object *obj);
@ -210,7 +210,7 @@ extern void Osiris_DetachScriptsFromObject(object *obj);
// Triggers an event for an object. Pass in the event number and the associated
// structure of data. All events will be chained through the associated scripts of the
// object (as long as they are available) in the order: custom script, level script,
// mission script, and finally it's default script. The chain breaks if one of the scripts
// mission script, and finally its default script. The chain breaks if one of the scripts
// returns false on the call to their CallInstanceEvent().
extern bool Osiris_CallEvent(object *obj, int event, tOSIRISEventInfo *data);
@ -244,7 +244,7 @@ extern void Osiris_ResetAllTimers(void);
// Osiris_CancelTimer
// Purpose:
// Cancels a timer thats in use, given it's ID
// Cancels a timer thats in use, given its ID
extern void Osiris_CancelTimer(int handle);
// Osiris_TimerExists

View File

@ -914,10 +914,10 @@ void osipf_ObjectCustomAnim(int handle, float start, float end, float time, char
}
}
// searches for an object id given it's name
// searches for an object id given its name
int osipf_ObjectFindID(const char *name) { return FindObjectIDName(IGNORE_TABLE(name)); }
// searches for an object id given it's name
// searches for an object id given its name
int osipf_ObjectFindType(const char *name) {
int id = FindObjectIDName(IGNORE_TABLE(name));
@ -3682,7 +3682,7 @@ int osipf_GetLanguageSetting(void) {
}
// Sets/Gets information about a path.
// If you change is PV_ALL (or any of it's individual components), pass in a pointer to an
// If you change is PV_ALL (or any of its individual components), pass in a pointer to an
// osiris_path_node_info struct. For the others, you must pass in an appropriate pointer
// (i.e. an int* for PV_I_NUMNODES). You can only set PV_ALL components.
// for PV_I_NUMNODES, path_id MUST be specified, node_id is ignored

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@ -189,7 +189,7 @@ bool osipf_CallTriggerEvent(int trignum, int event, tOSIRISEventInfo *ei);
// Touches a sound file so it loads into memory
void osipf_SoundTouch(char *str);
// searches for an object id given it's name
// searches for an object id given its name
int osipf_ObjectFindID(const char *name);
int osipf_ObjectFindType(const char *name);
@ -440,7 +440,7 @@ char osipf_GameGetDiffLevel(void);
int osipf_GetLanguageSetting(void);
// Sets/Gets information about a path.
// If you change is PV_ALL (or any of it's individual components), pass in a pointer to an
// If you change is PV_ALL (or any of its individual components), pass in a pointer to an
// osiris_path_node_info struct. For the others, you must pass in an appropriate pointer
// (i.e. an int* for PV_I_NUMNODES). You can only set PV_ALL components.
// for PV_I_NUMNODES, path_id MUST be specified, node_id is ignored

View File

@ -2612,7 +2612,7 @@ bool PltSelectShip(pilot *Pilot) {
break;
}
case ID_IMPORTSOUND: {
// Import the sound, set it's sample to xx.xKhz and xbit depth, attach the CRC to the filename
// Import the sound, set its sample to xx.xKhz and xbit depth, attach the CRC to the filename
// and place in custom/sounds. Then update the audio taunt combo boxes
std::filesystem::path path;
if (DoPathFileDialog(false, path, TXT_CHOOSE, {"*.wav"}, PFDF_FILEMUSTEXIST)) {

View File

@ -399,7 +399,7 @@ void pilot::verify(void) {
*/
}
// This function makes the pilot file so it's write pending, meaning that
// This function makes the pilot file so its write is pending, meaning that
// on the next call to flush, it will actually write out the data. There is
// no need to constantly do file access unless it's really needed
void pilot::write(void) { write_pending = true; }

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@ -183,7 +183,7 @@ public:
// It will correct any messed data.
void verify(void);
// This function makes the pilot file so it's write pending, meaning that
// This function makes the pilot file so its write is pending, meaning that
// on the next call to flush, it will actually write out the data. There is
// no need to constantly do file access unless it's really needed
void write(void);

View File

@ -481,7 +481,7 @@ void ResetPlayerObject(int slot, bool f_reset_pos = true);
// Makes the player into an AI controlled physics object
void PlayerSetControlToAI(int slot, float velocity = 75.0f);
// Resets a player's control type back to it's default setting
// Resets a player's control type back to its default setting
void ResetPlayerControlType(int slot);
void InitPlayerNewGame(int slot);

View File

@ -256,7 +256,7 @@ void PLResultsFrame() {
// Right now we don't want you to do anything
if (background_loaded)
DrawLargeBitmap(&level_bmp, 0, 0, 1.0f);
// Call the DLL so it can do it's thing
// Call the DLL so it can do its thing
if (Game_mode & GM_MULTI) {
CallGameDLL(EVT_CLIENT_GAMEPOSTLEVELRESULTS, &DLLInfo);
} else {

View File

@ -79,7 +79,7 @@
#include "vecmat.h"
#define SF_FORCEUPDATE 0x01 // this spew needs to do an update no matter what next time it spews (gunpoint)
#define SF_UPDATEDFORFRAME 0x02 // thie spew has already updated it's position for this frame, no need to do it again
#define SF_UPDATEDFORFRAME 0x02 // thie spew has already updated its position for this frame, no need to do it again
#define SF_UPDATEEVERYFRAME 0x04
struct guninfo {

View File

@ -31,7 +31,7 @@
*
* 15 9/14/99 7:49p Jeff
* added cf_OpenFileInLibrary() to force a file to be opened from a
* specific library. Added a way to get a crc of a file given it's CFILE
* specific library. Added a way to get a CRC of a file given its CFILE
* *.
*
* 14 5/20/99 5:32p Matt

View File

@ -54,7 +54,7 @@
* high level key flush.
*
* 22 2/04/99 11:19a Kevin
* Added function to find a CD drive letter based on it's volume name
* Added function to find a CD drive letter based on its volume name
*
* 21 1/25/99 6:47p Samir
* allow slow keyboard

View File

@ -352,7 +352,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) {
curr_index = 0; // can't go further than root
dir_order[curr_index] = -1; // invalidate current slot
} else if (stricmp(directories[count], ".")) {
// we have a normal directory, add it's index
// we have a normal directory, add its index
dir_order[curr_index] = count;
curr_index++;
}

View File

@ -42,7 +42,7 @@
* removed int3 in CopyFileTime
*
* 22 2/04/99 11:19a Kevin
* Added function to find a CD drive letter based on it's volume name
* Added function to find a CD drive letter based on its volume name
*
* 21 12/08/98 12:17p Jeff
* added 3 functions (similar to ddio_FindFiles) for finding directories
@ -431,7 +431,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) {
curr_index = 0; // can't go further than root
dir_order[curr_index] = -1; // invalidate current slot
} else if (stricmp(directories[count], ".")) {
// we have a normal directory, add it's index
// we have a normal directory, add its index
dir_order[curr_index] = count;
curr_index++;
}

View File

@ -6597,7 +6597,7 @@ void CDallasMainDlg::ParseOutActionVarTypes(char *new_desc, char *old_desc) {
new_desc_text = "";
while ((*old_desc) != '\0') {
// If it's start of a param block, extract the param name
// If it's the start of a param block, extract the param name
if ((*old_desc) == '[') {
ParseParamBlock(old_desc, name_text, default_text, range_text);
new_desc_text += '[';
@ -15950,7 +15950,7 @@ bool CDallasMainDlg::ExportScriptToFile(char *filename, char *script_name) {
return FALSE;
}
// Copy the new script into it's place
// Copy the new script into its place
O(("%s", script_name));
O(("VERSION %d", DALLAS_SAVE_VERSION));

View File

@ -167,7 +167,7 @@ void EndScriptFileList();
// identify indices into script names array from the name.
int FindScriptIDFromName(const char *name);
// find event id from it's name or vice-versa
// find event id from its name or vice-versa
char *FindEventNameFromID(int id);
int FindEventIDFromName(const char *name);

View File

@ -443,7 +443,7 @@ bool ScriptCreateEmptyLevelScript(char *filename) {
O(("// GetGOScriptID"));
O(("// Purpose:"));
O(("// Given the name of the object (from it's pagename), this function will search through it's"));
O(("// Given the name of the object (from its pagename), this function will search through its"));
O(("// list of General Object Scripts for a script with a matching name (to see if there is a script"));
O(("// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID"));
O(("// is to be returned back to Descent 3. This ID will be used from here on out for all future"));
@ -645,7 +645,7 @@ bool ScriptCreateEmptyGameScript(char *filename) {
O(("// GetGOScriptID"));
O(("// Purpose:"));
O(("// Given the name of the object (from it's pagename), this function will search through it's"));
O(("// Given the name of the object (from its pagename), this function will search through its"));
O(("// list of General Object Scripts for a script with a matching name (to see if there is a script"));
O(("// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID"));
O(("// is to be returned back to Descent 3. This ID will be used from here on out for all future"));

View File

@ -39,7 +39,7 @@
* added textaux_ClipString
*
* 2 7/14/98 11:53a Samir
* moved textaux to it's own library again.
* moved textaux to its own library again.
*
* 1 7/13/98 4:41p Samir
*

View File

@ -94,7 +94,7 @@ struct EAXBUFFER_REVERBPROPERTIES {
#define EAX_REVERBMIX_USEDISTANCE \
-1.0F // out of normal range
// signifies the reverb engine should
// calculate it's own reverb mix value
// calculate its own reverb mix value
// based on distance
#ifdef __cplusplus

View File

@ -22,7 +22,7 @@
// DMFCApp Class
// This is the class you actually make an instance of.
// It will handle processing of events, calling defaults where needed, or calling your overrides
// To create an event handler override, add it's prototype to this class, and then define the function
// To create an event handler override, add its prototype to this class, and then define the function
// in your multiplayer source file. See examples to do this. The prototype must be exactly the same
// as it is in DMFCBase class.
class DMFCApp : public DMFCBase {
@ -118,7 +118,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -81,10 +81,10 @@
#define SOF_TURRET 0x02 // This subobject is a turret that tracks
#define SOF_SHELL 0x04 // This subobject is a door housing
#define SOF_FRONTFACE 0x08 // This subobject contains the front face for the door
#define SOF_MONITOR1 0x010 // This subobject contains it's first monitor
#define SOF_MONITOR2 0x020 // This subobject contains it's second monitor
#define SOF_MONITOR3 0x040 // This subobject contains it's third monitor
#define SOF_MONITOR4 0x080 // This subobject contains it's fourth monitor
#define SOF_MONITOR1 0x010 // This subobject contains its first monitor
#define SOF_MONITOR2 0x020 // This subobject contains its second monitor
#define SOF_MONITOR3 0x040 // This subobject contains its third monitor
#define SOF_MONITOR4 0x080 // This subobject contains its fourth monitor
#define SOF_MONITOR5 0x0100
#define SOF_MONITOR6 0x0200
#define SOF_MONITOR7 0x0400

View File

@ -33,7 +33,7 @@
* added textaux_ClipString
*
* 2 7/14/98 11:53a Samir
* moved textaux to it's own library again.
* moved textaux to its own library again.
*
* 1 7/13/98 4:41p Samir
*

View File

@ -4356,7 +4356,7 @@ typedef void (WINAPI* LPFNSHOWJOYCPL)( HWND hWnd );
/*
* Hardware Setting indicating that VJoyD should not load this
* driver, it will be loaded externally and will register with
* VJoyD of it's own accord.
* VJoyD of its own accord.
*/
#define JOY_HWS_AUTOLOAD 0x10000000l

View File

@ -49,7 +49,7 @@
static char *Con_raw_read_buf = nullptr; // The next buffer of text from user input
static char *Con_raw_inp_buf = nullptr,
Con_raw_inp_pos = 0; // Currently updating input buffer of text (and it's position)
Con_raw_inp_pos = 0; // Currently updating input buffer of text (and its position)
static char Con_raw_last_command[CON_MAX_STRINGLEN]; // The last command entered by the user
static int Con_raw_cols = 0, Con_raw_rows = 0; // The size of the main window (input window is (1 row, Con_cols))

View File

@ -582,7 +582,7 @@ dp_GetModemChoices_fp DLLdp_GetModemChoices;
typedef bool (*CreateStringTable_fp)(const char *filename, char ***table, int *size);
CreateStringTable_fp DLLCreateStringTable;
// Given a string table and it's count of strings, it will free up it's memory
// Given a string table and its count of strings, it will free up its memory
typedef void (*DestroyStringTable_fp)(char **table, int size);
DestroyStringTable_fp DLLDestroyStringTable;

View File

@ -101,7 +101,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -110,7 +110,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -906,7 +906,7 @@ void OnClientCollide(uint8_t *data) {
LoseFlagForPlayer(pnum, i);
if (DMFCBase->GetLocalRole() == LR_SERVER) {
// if we are the server create the object and send it on it's way to the player's
// if we are the server, create the object and send it on its way to the players
DLLComputeRoomCenter(&fpos, &dRooms[groom]);
int objnum = DLLObjCreate(OBJ_POWERUP, FlagIDs[i], groom, &fpos, NULL, OBJECT_HANDLE_NONE);
DLLMultiSendObject(&dObjects[objnum], 1, true);

View File

@ -87,7 +87,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -1876,7 +1876,7 @@ bool DMFCBase::GetScoreLimit(int *limit) {
// DMFCBase::AutoTimeLimit
//
// Server Only. This turns off or on the automatic level ending by DMFC of a timed multiplayer game.
// If you turn it off, it is your responsibility to end a time multiplayer game when it's time
// If you turn it off, it is your responsibility to end a time multiplayer game when its time
// is up. If it is turned on, DMFC will automatically handle ending the game. By default it is on.
void DMFCBase::AutoTimeLimit(bool turnon) {
if (GetLocalRole() != LR_SERVER)
@ -2536,7 +2536,7 @@ bool DMFCBase::ShouldIDisplayHUDName(int pnum) {
// DMFCBase::GetCounterMeasureOwner
//
//
// Given a counter measure it will determine the pnum of it's owner...if it can't find it, it returns -1
// Given a counter measure it will determine the pnum of its owner...if it can't find it, it returns -1
int DMFCBase::GetCounterMeasureOwner(object *robot) {
if (!robot)
return -1;
@ -5535,7 +5535,7 @@ int DMFCBase::GetCameraViewType(int window) {
}
// Given a generic object (OBJ_POWERUP,OBJ_ROBOT,OBJ_BUILDING or OBJ_CLUTTER) id
// in the range of 0 to MAX_OBJECT_IDS, this returns a pointer to it's information (see objinfo.h)
// in the range of 0 to MAX_OBJECT_IDS, this returns a pointer to its information (see objinfo.h)
// It returns NULL if an invalid id is given (or it's not used)
object_info *DMFCBase::GetObjectInfo(int objinfo_id) {
if (objinfo_id < 0 || objinfo_id >= MAX_OBJECT_IDS)

View File

@ -1068,7 +1068,7 @@ public:
// DMFCBase::AutoTimeLimit
//
// Server Only. This turns off or on the automatic level ending by DMFC of a timed multiplayer game.
// If you turn it off, it is your responsibility to end a time multiplayer game when it's time
// If you turn it off, it is your responsibility to end a time multiplayer game when its time
// is up. If it is turned on, DMFC will automatically handle ending the game. By default it is on.
void AutoTimeLimit(bool turnon);
@ -1114,7 +1114,7 @@ public:
// DMFCBase::RegisterPacketReceiver
//
// Sets up a handler for a Special Packet ID. When a special packet is recieved it's ID is compared
// Sets up a handler for a Special Packet ID. When a special packet is recieved, its ID is compared
// to the ID's given to this function. If any match than it calls the handler given to process
// the packet.
// id = ID of the packet
@ -1338,7 +1338,7 @@ public:
// DMFCBase::GetCounterMeasureOwner
//
//
// Given a counter measure it will determine the pnum of it's owner...if it can't find it, it returns -1
// Given a counter measure it will determine the pnum of its owner...if it can't find it, it returns -1
int GetCounterMeasureOwner(object *robot);
// DMFCBase::CFGOpen

View File

@ -352,7 +352,7 @@ bool MenuItem::Forward(void) {
}
return true;
}
// This submenu doesn't have input focus, so move to it's currently selected submenu and
// This submenu doesn't have input focus, so move to its currently selected submenu and
// Tell it to go forward if it can
if (CurrSubMenu != -1)
return SubMenus[CurrSubMenu]->Forward();
@ -370,7 +370,7 @@ bool MenuItem::Back(void) {
HasInputFocus = true;
return true;
}
// The next submenu doesn't have focus, but one of it's submenus might (they better),
// The next submenu doesn't have focus, but one of its submenus might (they better),
// so move on to the next submenu and call Back()
return SubMenus[CurrSubMenu]->Back();
}
@ -413,17 +413,17 @@ void MenuItem::Execute(void) {
switch (m_cType) {
case MIT_NORMAL: {
// We need to go through the Submenus and check to see if the submenu has focus
// if it does, than we need to execute it's function
// if it does, than we need to execute its function
if (SubMenuCount > 0) {
if (CurrSubMenu != -1) {
if (HasInputFocus) {
// The submenu has focus, so call it's handler as long as it's not a plist type
// The submenu has focus, so call its handler as long as it's not a plist type
char type = SubMenus[CurrSubMenu]->GetType();
if ((type != MIT_PLIST) && (type != MIT_STATE) && (type != MIT_CUSTOM))
SubMenus[CurrSubMenu]->CallFunc(CurrSubMenu);
return;
}
// The next submenu doesn't have focus, so move on and check it's submenu to see if we
// The next submenu doesn't have focus, so move on and check its submenu to see if we
// can Execute() that
SubMenus[CurrSubMenu]->Execute();
}
@ -434,7 +434,7 @@ void MenuItem::Execute(void) {
} break;
case MIT_PLIST: {
// We need to go through the Submenus and check to see if the submenu has focus
// if it does, than we need to execute it's function
// if it does, than we need to execute its function
if ((SubMenuCount > 0) && (CurrSubMenu != -1) && (HasInputFocus)) {
if (m_iFlags & MIF_INCLUDENONE) {
// there is a <None> so take that into consideration
@ -445,14 +445,14 @@ void MenuItem::Execute(void) {
}
if (basethis->CheckPlayerNum(Pnums[CurrSubMenu - 1])) {
// The submenu has focus, so call it's handler
// The submenu has focus, so call its handler
CallFunc(Pnums[CurrSubMenu - 1]);
return;
}
} else {
// a regular plist
if (basethis->CheckPlayerNum(Pnums[CurrSubMenu])) {
// The submenu has focus, so call it's handler
// The submenu has focus, so call its handler
CallFunc(Pnums[CurrSubMenu]);
return;
}
@ -461,12 +461,12 @@ void MenuItem::Execute(void) {
} break;
case MIT_CUSTOM: {
// We need to go through the Submenus and check to see if the submenu has focus
// if it does, than we need to execute it's function
// if it does, than we need to execute its function
int count = (m_cmInfo.GetListCount) ? (*m_cmInfo.GetListCount)() : 0;
if (count > 0) {
if (CurrSubMenu != -1) {
if (HasInputFocus) {
// The submenu has focus, so call it's handler
// The submenu has focus, so call its handler
CallFunc(CurrSubMenu);
return;
}
@ -475,11 +475,11 @@ void MenuItem::Execute(void) {
}
case MIT_STATE: {
// We need to go through the Submenus and check to see if the submenu has focus
// if it does, than we need to execute it's function
// if it does, than we need to execute its function
if (SubMenuCount > 0) {
if (CurrSubMenu != -1) {
if (HasInputFocus) {
// The submenu has focus, so call it's handler
// The submenu has focus, so call its handler
CallFunc(CurrSubMenu);
m_iState = CurrSubMenu;
return;
@ -810,7 +810,7 @@ void MenuItem::Draw(int x, int y, int height, int bmp, float *not_used) {
}
const char *MenuItem::GetTitle(void) { return m_sTitle; }
void MenuItem::SetInputFocus(void) {
// Sets this MenuItem with Input focus, reseting it's Current Sub Menu to 0 if it has a SubMenu
// Sets this MenuItem with Input focus, reseting its Current Sub Menu to 0 if it has a SubMenu
HasInputFocus = true;
if (SubMenuCount > 0)
CurrSubMenu = (m_iTopIndex == 0) ? 0 : m_iTopIndex + 1;
@ -818,7 +818,7 @@ void MenuItem::SetInputFocus(void) {
CurrSubMenu = -1;
}
void MenuItem::LoseInputFocus(void) {
// Make this guy lose focus, Set it's Current Submenu to -1
// Make this guy lose focus, Set its Current Submenu to -1
HasInputFocus = false;
CurrSubMenu = -1;
}

View File

@ -113,7 +113,7 @@
// DMFCBase::RegisterPacketReceiver
//
// Sets up a handler for a Special Packet ID. When a special packet is recieved it's ID is compared
// Sets up a handler for a Special Packet ID. When a special packet is recieved, its ID is compared
// to the ID's given to this function. If any match than it calls the handler given to process
// the packet.
// id = ID of the packet
@ -214,7 +214,7 @@ void DMFCBase::SendPacket(uint8_t *data, int size, int destination) {
return;
}
// we can safely send this packet out to it's appropriate destination
// we can safely send this packet out to its appropriate destination
// see if we are trying to send to the server, it's specially handled
if (destination == SP_SERVER) {

View File

@ -98,7 +98,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -84,7 +84,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -76,7 +76,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -146,7 +146,7 @@ static void CreateHyperOrbInRoom(int room);
static void MoveHyperOrbToRoomCenter(int objnum, int room);
// handles a Hyper Anarchy Object Placement packet
static void ReceiveHyperPos(uint8_t *data);
// Searches through all the objects and looks for the HyperOrb, returns it's objnum. -1 if it doesn't exist
// Searches through all the objects and looks for the HyperOrb, returns its objnum. -1 if it doesn't exist
static int FindHyperObjectNum(void);
// Searches through all the player's inventory, returns the pnum of the player who has the HyperOrb, -1
// if no one does.
@ -1443,7 +1443,7 @@ void ReceiveHyperPos(uint8_t *data) {
MoveHyperOrbToRoomCenter(objnum, room);
}
// Searches through all the objects and looks for the HyperOrb, returns it's objnum. -1 if it doesn't exist
// Searches through all the objects and looks for the HyperOrb, returns its objnum. -1 if it doesn't exist
int FindHyperObjectNum(void) {
// go through all the objects until we find it
for (int i = 0; i < MAX_OBJECTS; i++) {

View File

@ -526,7 +526,7 @@ DMFCDLLOUT(nw_GetThisIP_fp DLLnw_GetThisIP;)
typedef bool (*CreateStringTable_fp)(const char *filename, char ***table, int *size);
DMFCDLLOUT(CreateStringTable_fp DLLCreateStringTable;)
// Given a string table and it's count of strings, it will free up it's memory
// Given a string table and its count of strings, it will free up its memory
typedef void (*DestroyStringTable_fp)(char **table, int size);
DMFCDLLOUT(DestroyStringTable_fp DLLDestroyStringTable;)
@ -1614,7 +1614,7 @@ typedef bool (*dInven_Add_fp)(Inventory *inven, int type, int id, object *parent
char *description);
DMFCDLLOUT(dInven_Add_fp Inven_Add;)
// adds an object to the inventory (marked by it's objhandle)
// adds an object to the inventory (marked by its objhandle)
// typedef bool (*dInven_AddObject_fp)(Inventory *inven,int object_handle,int flags=0,char *description=NULL);
typedef bool (*dInven_AddObject_fp)(Inventory *inven, int object_handle, int flags, char *description);
DMFCDLLOUT(dInven_AddObject_fp Inven_AddObject;)
@ -1626,7 +1626,7 @@ typedef bool (*dInven_AddCounterMeasure_fp)(Inventory *inven, int id, int aux_ty
char *description);
DMFCDLLOUT(dInven_AddCounterMeasure_fp Inven_AddCounterMeasure;)
// removes an item from the inventory (reduces it's count by one...if there is no more, then it goes bye-bye)
// removes an item from the inventory (reduces its count by one...if there is no more, then it goes bye-bye)
// to remove an object that was added via objhandle, then pass the objhandle
// in the 'type' parameter, and don't pass in an id.
// typedef bool (*dInven_Remove_fp)(Inventory *inven,int type,int id=-1);
@ -1638,7 +1638,7 @@ DMFCDLLOUT(dInven_Remove_fp Inven_Remove;)
typedef bool (*dInven_Use_fp)(Inventory *inven, int type, int id, object *parent);
DMFCDLLOUT(dInven_Use_fp Inven_Use;)
// uses an item in the inventory (given it's objhandle).
// uses an item in the inventory (given its objhandle).
// typedef bool (*dInven_UseObjHandle_fp)(Inventory *inven,int objhandle,object *parent=NULL);
typedef bool (*dInven_UseObjHandle_fp)(Inventory *inven, int objhandle, object *parent);
DMFCDLLOUT(dInven_UseObjHandle_fp Inven_UseObjHandle;)
@ -1723,7 +1723,7 @@ DMFCDLLOUT(dInven_AtEnd_fp Inven_AtEnd;)
typedef void (*dInven_GotoPos_fp)(Inventory *inven, int newpos);
DMFCDLLOUT(dInven_GotoPos_fp Inven_GotoPos;)
// jump right to an item in the inventory give it's type and id
// jump right to an item in the inventory give its type and id
// to jump to an item that was added via object handle, pass the object
// handle in as the type, and make id -1.
typedef void (*dInven_GotoPosTypeID_fp)(Inventory *inven, int type, int id);

View File

@ -672,7 +672,7 @@ public:
// DMFCBase::AutoTimeLimit
//
// Server Only. This turns off or on the automatic level ending by DMFC of a timed multiplayer game.
// If you turn it off, it is your responsibility to end a time multiplayer game when it's time
// If you turn it off, it is your responsibility to end a time multiplayer game when its time
// is up. If it is turned on, DMFC will automatically handle ending the game. By default it is on.
virtual void AutoTimeLimit(bool turnon) = 0;
@ -718,7 +718,7 @@ public:
// DMFCBase::RegisterPacketReceiver
//
// Sets up a handler for a Special Packet ID. When a special packet is recieved it's ID is compared
// Sets up a handler for a Special Packet ID. When a special packet is recieved, its ID is compared
// to the ID's given to this function. If any match than it calls the handler given to process
// the packet.
// id = ID of the packet
@ -922,7 +922,7 @@ public:
// DMFCBase::GetCounterMeasureOwner
//
//
// Given a counter measure it will determine the pnum of it's owner...if it can't find it, it returns -1
// Given a counter measure it will determine the pnum of its owner...if it can't find it, it returns -1
virtual int GetCounterMeasureOwner(object *robot) = 0;
// DMFCBase::CFGOpen
@ -1644,7 +1644,7 @@ public:
// returns the current state of the camera window
virtual int GetCameraViewType(int window) = 0;
// Given a generic object (OBJ_POWERUP,OBJ_ROBOT,OBJ_BUILDING or OBJ_CLUTTER) id
// in the range of 0 to MAX_OBJECT_IDS, this returns a pointer to it's information (see objinfo.h)
// in the range of 0 to MAX_OBJECT_IDS, this returns a pointer to its information (see objinfo.h)
// It returns NULL if an invalid id is given (or it's not used)
virtual object_info *GetObjectInfo(int objinfo_id) = 0;
virtual ~IDMFC() = default;

View File

@ -107,7 +107,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -101,7 +101,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -63,7 +63,7 @@ void DLLFUNCCALL DLLGameCall(int eventnum, dllinfo *data) {
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -1772,7 +1772,7 @@ int nw_Compress(void *srcdata, void *destdata, int count) {
uint8_t *curr_src = (uint8_t *)srcdata;
uint8_t *currp = (uint8_t *)destdata;
for (i = 0; i < count; i++) {
// Woops, we have a char that matches our compress key, so add it as it's own type
// Woops, we have a char that matches our compress key, so add it as its own type
if (curr_src[i] == COMPRESS_KEY) {
*currp = COMPRESS_KEY;
currp++;

View File

@ -1165,7 +1165,7 @@ uint32_t check_point_to_face(vector *colp, vector *face_normal, int nv, vector *
return edgemask;
}
// decide it it's close enough to hit
// decide if it's close enough to hit
// determine if and where a vector intersects with a sphere
// vector defined by p0,p1
// if there is an intersection this function returns 1, fills in intp, and col_dist else it returns 0
@ -1546,7 +1546,7 @@ float rad, vector *ep0, vector *ep1)
end_pnt = *p1;
}
// decide it it's close enough to hit
// decide if it's close enough to hit
// determine if and where a vector intersects with a sphere
// vector defined by p0,p1
// if there is an intersection this function returns 1, fills in intp, and col_dist else it returns 0

View File

@ -1517,7 +1517,7 @@ void STDCALL ShutdownDLL(void) {}
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future
@ -1751,7 +1751,7 @@ bool AlienOrganism::ReceiveCommand(int me, int it, char command, void *ptr) {
}
} break;
// Squadie is asking for it's formation position
// Squadie is asking for its formation position
case ALIEN_COM_GET_GOAL_POS: {
int tm_id = FindTeammateID(it);
if (tm_id >= 0) {
@ -1760,7 +1760,7 @@ bool AlienOrganism::ReceiveCommand(int me, int it, char command, void *ptr) {
}
} break;
// Squadie is asking for it's formation goal room
// Squadie is asking for its formation goal room
case ALIEN_COM_GET_GOAL_ROOM: {
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, (int *)ptr);
return true;
@ -6953,7 +6953,7 @@ int16_t AlienBoss::CallEvent(int event, tOSIRISEventInfo *data) {
case EVT_DAMAGED: {
DoDamage(data->me_handle, &data->evt_damaged);
// If boss is slightly damaged, restore it's hitpoints (so it can never die!)
// If boss is slightly damaged, restore its hitpoints (so it can never die!)
float curr_shields;
Obj_Value(data->me_handle, VF_GET, OBJV_F_SHIELDS, &curr_shields);
if (curr_shields < memory->base_shields * 0.75f) {

View File

@ -4215,7 +4215,7 @@ Mission
Enable the given ship [a:Ship], so it can be chosen in single player
aEnableShip
EnableShip
Enables a ship (given it's name) so it can be chosen in
Enables a ship (given its name) so it can be chosen in
single player ship selection dialog.
Parameters:
@ -4234,7 +4234,7 @@ Mission
Disable the given ship [a:Ship], so it can't be chosen in single player
aDisableShip
DisableShip
Disables a ship (given it's name) so it can't be chosen in
Disables a ship (given its name) so it can't be chosen in
single player ship selection dialog.
Parameters:

View File

@ -280,7 +280,7 @@ void STDCALL ShutdownDLL(void) {}
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -162,7 +162,7 @@ void STDCALL ShutdownDLL(void) {}
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -174,7 +174,7 @@ void STDCALL ShutdownDLL(void) {}
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// Given the name of the object (from its pagename), this function will search through its
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future

View File

@ -372,11 +372,11 @@
#define EVT_LEVELSTART EVT_CREATED //
#define EVT_LEVELEND EVT_DESTROY // called when level is started and ended.
#define EVT_CHANGESEG 0x115 // called when object changes room
#define EVT_SAVESTATE 0x117 // called when the script should save it's state
#define EVT_RESTORESTATE 0x118 // called when the script should restore it's state
#define EVT_SAVESTATE 0x117 // called when the script should save its state
#define EVT_RESTORESTATE 0x118 // called when the script should restore its state
#define EVT_MEMRESTORE \
0x119 // called when the script should restore a pointer to the special auto-save memory it allocated
#define EVT_TIMERCANCEL 0x11A // called when a timer is canceled (either by function call or from it's object detonator)
#define EVT_TIMERCANCEL 0x11A // called when a timer is canceled (either by function call or from its object detonator)
#define EVT_AIN_OBJKILLED 0x11B // child event of EVT_AI_NOTIFY
#define EVT_AIN_SEEPLAYER 0x11C // child event of EVT_AI_NOTIFY
#define EVT_AIN_WHITOBJECT 0x11D // child event of EVT_AI_NOTIFY

View File

@ -57,12 +57,12 @@ typedef void (*Sound_TouchFile_fp)(char *sound_name);
OSIRISEXTERN Sound_TouchFile_fp Sound_TouchFile;
// int Obj_FindID(const char *object_name);
// searches for an object id given it's name
// searches for an object id given its name
typedef int (*Obj_FindID_fp)(const char *object_name);
OSIRISEXTERN Obj_FindID_fp Obj_FindID;
// int Obj_FindType(const char *object_name);
// searches for an object type given it's name
// searches for an object type given its name
typedef int (*Obj_FindType_fp)(const char *object_name);
OSIRISEXTERN Obj_FindType_fp Obj_FindType;
@ -122,12 +122,12 @@ typedef int (*Obj_AttachObjectRad_fp)(int parenthandle, char parent_ap, int chil
OSIRISEXTERN Obj_AttachObjectRad_fp Obj_AttachObjectRad;
// void Obj_UnattachFromParent(int objhandle);
// Detaches an object from it's parent
// Detaches an object from its parent
typedef void (*Obj_UnattachFromParent_fp)(int objhandle);
OSIRISEXTERN Obj_UnattachFromParent_fp Obj_UnattachFromParent;
// void Obj_UnattachChild(int objhandle,char parent_ap);
// Detaches a child object from it's parent
// Detaches a child object from its parent
typedef void (*Obj_UnattachChild_fp)(int objhandle, char parent_ap);
OSIRISEXTERN Obj_UnattachChild_fp Obj_UnattachChild;
@ -137,7 +137,7 @@ typedef void (*Obj_UnattachChildren_fp)(int objhandle);
OSIRISEXTERN Obj_UnattachChildren_fp Obj_UnattachChildren;
// int FVI_RayCast(int objhandle,vector *p0,vector *p1,int start_roomnum,float rad,int flags,ray_info *ri);
// Shoots out a ray, returns it's fate
// Shoots out a ray, returns its fate
typedef int (*FVI_RayCast_fp)(int objhandle, vector *p0, vector *p1, int start_roomnum, float rad, int flags,
ray_info *ri);
OSIRISEXTERN FVI_RayCast_fp FVI_RayCast;
@ -341,7 +341,7 @@ typedef void (*Scrpt_MemFree_fp)(void *memory_ptr);
OSIRISEXTERN Scrpt_MemFree_fp Scrpt_MemFree;
// void Scrpt_CancelTimer(int timer_id);
// Cancels a timer thats in use, given it's ID
// Cancels a timer thats in use, given its ID
typedef void (*Scrpt_CancelTimer_fp)(int timer_id);
OSIRISEXTERN Scrpt_CancelTimer_fp Scrpt_CancelTimer;
@ -503,7 +503,7 @@ OSIRISEXTERN OMMS_Free_fp OMMS_Free;
typedef OMMSHANDLE (*OMMS_Find_fp)(uint32_t unique_identifier, char *script_identifier);
OSIRISEXTERN OMMS_Find_fp OMMS_Find;
// Returns information about the OMMS memory given it's handle returned from the OMMS_Find() or
// Returns information about the OMMS memory given its handle returned from the OMMS_Find() or
// OMMS_Malloc(). Returns 0 if the handle was invalid, 1 if the information has been filled in;
// Pass NULL in for those parameters you don't need information about.
typedef char (*OMMS_GetInfo_fp)(OMMSHANDLE handle, uint32_t *mem_size, uint32_t *uid, uint16_t *reference_count,
@ -615,7 +615,7 @@ typedef int (*Game_GetLanguage_fp)(void);
OSIRISEXTERN Game_GetLanguage_fp Game_GetLanguage;
// Sets/Gets information about a path.
// If you change is PV_ALL (or any of it's individual components), pass in a pointer to an
// If you change is PV_ALL (or any of its individual components), pass in a pointer to an
// osiris_path_node_info struct. For the others, you must pass in an appropriate pointer
// (i.e. an int* for PV_I_NUMNODES). You can only set PV_ALL components.
// for PV_I_NUMNODES, path_id MUST be specified, node_id is ignored

View File

@ -373,11 +373,11 @@
#define EVT_LEVELSTART EVT_CREATED //
#define EVT_LEVELEND EVT_DESTROY // called when level is started and ended.
#define EVT_CHANGESEG 0x115 // called when object changes room
#define EVT_SAVESTATE 0x117 // called when the script should save it's state
#define EVT_RESTORESTATE 0x118 // called when the script should restore it's state
#define EVT_SAVESTATE 0x117 // called when the script should save its state
#define EVT_RESTORESTATE 0x118 // called when the script should restore its state
#define EVT_MEMRESTORE \
0x119 // called when the script should restore a pointer to the special auto-save memory it allocated
#define EVT_TIMERCANCEL 0x11A // called when a timer is canceled (either by function call or from it's object detonator)
#define EVT_TIMERCANCEL 0x11A // called when a timer is canceled (either by function call or from its object detonator)
#define EVT_AIN_OBJKILLED 0x11B // child event of EVT_AI_NOTIFY
#define EVT_AIN_SEEPLAYER 0x11C // child event of EVT_AI_NOTIFY
#define EVT_AIN_WHITOBJECT 0x11D // child event of EVT_AI_NOTIFY

View File

@ -61,12 +61,12 @@ typedef void (*Sound_TouchFile_fp)(char *sound_name);
OSIRISEXTERN Sound_TouchFile_fp Sound_TouchFile;
// int Obj_FindID(const char *object_name);
// searches for an object id given it's name
// searches for an object id given its name
typedef int (*Obj_FindID_fp)(const char *object_name);
OSIRISEXTERN Obj_FindID_fp Obj_FindID;
// int Obj_FindType(const char *object_name);
// searches for an object type given it's name
// searches for an object type given its name
typedef int (*Obj_FindType_fp)(const char *object_name);
OSIRISEXTERN Obj_FindType_fp Obj_FindType;
@ -138,12 +138,12 @@ typedef int (*Obj_AttachObjectRad_fp)(int parenthandle, char parent_ap, int chil
OSIRISEXTERN Obj_AttachObjectRad_fp Obj_AttachObjectRad;
// void Obj_UnattachFromParent(int objhandle);
// Detaches an object from it's parent
// Detaches an object from its parent
typedef void (*Obj_UnattachFromParent_fp)(int objhandle);
OSIRISEXTERN Obj_UnattachFromParent_fp Obj_UnattachFromParent;
// void Obj_UnattachChild(int objhandle,char parent_ap);
// Detaches a child object from it's parent
// Detaches a child object from its parent
typedef void (*Obj_UnattachChild_fp)(int objhandle, char parent_ap);
OSIRISEXTERN Obj_UnattachChild_fp Obj_UnattachChild;
@ -153,7 +153,7 @@ typedef void (*Obj_UnattachChildren_fp)(int objhandle);
OSIRISEXTERN Obj_UnattachChildren_fp Obj_UnattachChildren;
// int FVI_RayCast(int objhandle,vector *p0,vector *p1,int start_roomnum,float rad,int flags,ray_info *ri);
// Shoots out a ray, returns it's fate
// Shoots out a ray, returns its fate
typedef int (*FVI_RayCast_fp)(int objhandle, vector *p0, vector *p1, int start_roomnum, float rad, int flags,
ray_info *ri);
OSIRISEXTERN FVI_RayCast_fp FVI_RayCast;
@ -369,7 +369,7 @@ typedef void (*Scrpt_MemFree_fp)(void *memory_ptr);
OSIRISEXTERN Scrpt_MemFree_fp Scrpt_MemFree;
// void Scrpt_CancelTimer(int timer_id);
// Cancels a timer thats in use, given it's ID
// Cancels a timer thats in use, given its ID
typedef void (*Scrpt_CancelTimer_fp)(int timer_id);
OSIRISEXTERN Scrpt_CancelTimer_fp Scrpt_CancelTimer;
@ -563,7 +563,7 @@ OSIRISEXTERN OMMS_Free_fp OMMS_Free;
typedef OMMSHANDLE (*OMMS_Find_fp)(uint32_t unique_identifier, char *script_identifier);
OSIRISEXTERN OMMS_Find_fp OMMS_Find;
// Returns information about the OMMS memory given it's handle returned from the OMMS_Find() or
// Returns information about the OMMS memory given its handle returned from the OMMS_Find() or
// OMMS_Malloc(). Returns 0 if the handle was invalid, 1 if the information has been filled in;
// Pass NULL in for those parameters you don't need information about.
typedef char (*OMMS_GetInfo_fp)(OMMSHANDLE handle, uint32_t *mem_size, uint32_t *uid, uint16_t *reference_count,
@ -684,7 +684,7 @@ typedef int (*Game_GetLanguage_fp)(void);
OSIRISEXTERN Game_GetLanguage_fp Game_GetLanguage;
// Sets/Gets information about a path.
// If you change is PV_ALL (or any of it's individual components), pass in a pointer to an
// If you change is PV_ALL (or any of its individual components), pass in a pointer to an
// osiris_path_node_info struct. For the others, you must pass in an appropriate pointer
// (i.e. an int* for PV_I_NUMNODES). You can only set PV_ALL components.
// for PV_I_NUMNODES, path_id MUST be specified, node_id is ignored