From a3a31c77a2af035fd11a0ba23118700495ef6ae0 Mon Sep 17 00:00:00 2001 From: Jan Engelhardt Date: Tue, 3 Sep 2024 13:25:21 +0200 Subject: [PATCH] Fix spello "seperate.." --- Descent3/AImain.cpp | 2 +- Descent3/BOA.h | 2 +- Descent3/BriefingParse.cpp | 4 ++-- Descent3/Controls.cpp | 2 +- Descent3/GameCheat.cpp | 2 +- Descent3/Inventory.cpp | 2 +- Descent3/Mission.cpp | 4 ++-- Descent3/ObjInit.cpp | 2 +- Descent3/OsirisLoadandBind.cpp | 2 +- Descent3/PilotPicsAPI.cpp | 2 +- Descent3/Player.cpp | 2 +- Descent3/TelCom.cpp | 4 ++-- Descent3/TelComAutoMap.cpp | 2 +- Descent3/WeaponFire.cpp | 4 ++-- Descent3/ambient.cpp | 2 +- Descent3/bsp.cpp | 2 +- Descent3/controls.h | 2 +- Descent3/demofile.cpp | 2 +- Descent3/door.cpp | 2 +- Descent3/door.h | 2 +- Descent3/fireball.cpp | 2 +- Descent3/gamecinematics.cpp | 4 ++-- Descent3/gamecinematics.h | 2 +- Descent3/gamesave.h | 2 +- Descent3/gamesequence.cpp | 2 +- Descent3/gametexture.cpp | 2 +- Descent3/hotspotmap.cpp | 2 +- Descent3/init.cpp | 4 ++-- Descent3/multi.cpp | 4 ++-- Descent3/multi.h | 2 +- Descent3/multi_dll_mgr.cpp | 2 +- Descent3/multi_external.h | 2 +- Descent3/multi_server.cpp | 2 +- Descent3/multisafe.cpp | 2 +- Descent3/newui_filedlg.cpp | 6 +++--- Descent3/object.cpp | 4 ++-- Descent3/object.h | 2 +- Descent3/object_external.h | 2 +- Descent3/objinfo.h | 2 +- Descent3/osiris_dll.h | 2 +- Descent3/osiris_predefs.cpp | 2 +- Descent3/pilot.cpp | 2 +- Descent3/player.h | 2 +- Descent3/player_external.h | 2 +- Descent3/player_external_struct.h | 2 +- Descent3/render.h | 2 +- Descent3/room.h | 2 +- Descent3/room_external.h | 2 +- Descent3/scorch.cpp | 2 +- Descent3/spew.cpp | 2 +- Descent3/subtitles.cpp | 2 +- Descent3/terrainrender.cpp | 2 +- Descent3/viseffect.cpp | 2 +- ddio/lnxfile.cpp | 4 ++-- ddio/winfile.cpp | 4 ++-- editor/AISettingsDlg.cpp | 2 +- editor/AISettingsDlg.h | 2 +- editor/DoorwayDialog.cpp | 2 +- editor/Erooms.cpp | 2 +- editor/Erooms.h | 2 +- editor/Group.cpp | 2 +- editor/HFile.cpp | 6 +++--- editor/HFile.h | 2 +- editor/HView.cpp | 4 ++-- editor/HView.h | 2 +- editor/MainFrm.cpp | 8 ++++---- editor/Read3ds.cpp | 2 +- editor/TableFileFilterMng.cpp | 2 +- editor/TerrainDialog.cpp | 2 +- editor/TextureGrWnd.cpp | 6 +++--- editor/WireframeGrWnd.cpp | 4 ++-- editor/WorldObjectsDoorDialog.cpp | 2 +- editor/WorldObjectsRobotDialog.cpp | 2 +- editor/WorldWeaponsDialog.cpp | 2 +- editor/drawworld.cpp | 2 +- editor/editor.cpp | 2 +- editor/editorView.cpp | 8 ++++---- editor/editorView.h | 2 +- editor/gameeditor.cpp | 2 +- editor/moveworld.cpp | 2 +- editor/roomkeypaddialog.cpp | 4 ++-- editor/roomkeypaddialog.h | 2 +- editor/selectedroom.cpp | 2 +- grtext/textaux.cpp | 2 +- lib/game2dll.h | 2 +- lib/manage_external.h | 2 +- lib/object_external_struct.h | 2 +- lib/polymodel_external.h | 2 +- lib/textaux.h | 2 +- lib/vecmat.h | 2 +- lib/vecmat_external.h | 2 +- manage/doorpage.cpp | 2 +- manage/generic.cpp | 2 +- manage/manage.cpp | 2 +- model/polymodel.h | 2 +- netgames/dmfc/dmfcbase.cpp | 4 ++-- netgames/dmfc/dmfcfunctions.cpp | 2 +- netgames/dmfc/dmfcstats.cpp | 2 +- netgames/includes/DMFC.h | 4 ++-- netgames/includes/gamedll_header.h | 2 +- networking/directplay.cpp | 2 +- scripts/AIGame.cpp | 2 +- scripts/DallasFuncs.cpp | 4 ++-- scripts/aigame4.cpp | 2 +- scripts/data/demohog/d3.str | 2 +- scripts/data/fullhog/D3.STR | 2 +- scripts/data/fullhog/d3i.str | 2 +- scripts/lnx/osiris_import.h | 2 +- scripts/osiris_import.h | 2 +- sndlib/hlsoundlib.cpp | 2 +- 110 files changed, 138 insertions(+), 138 deletions(-) diff --git a/Descent3/AImain.cpp b/Descent3/AImain.cpp index 14a01286..1eecc457 100644 --- a/Descent3/AImain.cpp +++ b/Descent3/AImain.cpp @@ -521,7 +521,7 @@ * * 329 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/BOA.h b/Descent3/BOA.h index c6300724..50b554b8 100644 --- a/Descent3/BOA.h +++ b/Descent3/BOA.h @@ -55,7 +55,7 @@ * from the center of the room to the center of the portal. It was this + * the dist to the next room's center. The reason for this change was it * makes it easier to compute the exact BOA_DIST for sounds. This is - * because the two distances are seperated (so from the start pos, we do a + * because the two distances are separated (so from the start pos, we do a * vm_Vect dist from the start point to the portal)... Hmmm.... * * 26 2/09/99 12:41p Chris diff --git a/Descent3/BriefingParse.cpp b/Descent3/BriefingParse.cpp index 8db3f1d3..2495f770 100644 --- a/Descent3/BriefingParse.cpp +++ b/Descent3/BriefingParse.cpp @@ -1305,7 +1305,7 @@ const char *CBriefParse::ParseInt(const char *p, int *i) { if (!got_digit) ParseError("Expecting digit", p); - // Check for valid seperator, and convert + // Check for valid separator, and convert if ((*t == 0) || isspace(*t) || (*t == ',')) { // valid number *i = atoi(p); return t; @@ -1349,7 +1349,7 @@ const char *CBriefParse::ParseFloat(const char *p, float *f) { return NULL; } - // Check for valid seperator, and convert + // Check for valid separator, and convert if ((*t == 0) || isspace(*t) || (*t == ',')) { // valid number *f = atof(p); return t; diff --git a/Descent3/Controls.cpp b/Descent3/Controls.cpp index f2ae0554..554af095 100644 --- a/Descent3/Controls.cpp +++ b/Descent3/Controls.cpp @@ -307,7 +307,7 @@ * Added functions to save controller state. * * 16 2/12/98 8:48p Matt - * Changed controls system to keep the reading of the controls seperate + * Changed controls system to keep the reading of the controls separate * from using the results. Got rid of the Controls global. * * 15 1/23/98 6:25p Jason diff --git a/Descent3/GameCheat.cpp b/Descent3/GameCheat.cpp index fe8fd01a..d6ff6365 100644 --- a/Descent3/GameCheat.cpp +++ b/Descent3/GameCheat.cpp @@ -89,7 +89,7 @@ * * 12 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/Inventory.cpp b/Descent3/Inventory.cpp index f9ee5bea..648f4b7c 100644 --- a/Descent3/Inventory.cpp +++ b/Descent3/Inventory.cpp @@ -99,7 +99,7 @@ * * 60 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/Mission.cpp b/Descent3/Mission.cpp index 8706865b..3b24798c 100644 --- a/Descent3/Mission.cpp +++ b/Descent3/Mission.cpp @@ -118,7 +118,7 @@ * changes to verify level completeness * * 164 4/25/99 2:18p Kevin - * moved d3 main mission voice files into seperate hogs + * moved d3 main mission voice files into separate hogs * * 163 4/23/99 10:34p Kevin * fixed bad things with multiple CD code @@ -318,7 +318,7 @@ * * 96 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/ObjInit.cpp b/Descent3/ObjInit.cpp index c0156c36..c5fbacd3 100644 --- a/Descent3/ObjInit.cpp +++ b/Descent3/ObjInit.cpp @@ -163,7 +163,7 @@ * * 129 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/OsirisLoadandBind.cpp b/Descent3/OsirisLoadandBind.cpp index 0034ee5d..bbcee069 100644 --- a/Descent3/OsirisLoadandBind.cpp +++ b/Descent3/OsirisLoadandBind.cpp @@ -254,7 +254,7 @@ * * 43 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/PilotPicsAPI.cpp b/Descent3/PilotPicsAPI.cpp index 5af7c725..80645436 100644 --- a/Descent3/PilotPicsAPI.cpp +++ b/Descent3/PilotPicsAPI.cpp @@ -43,7 +43,7 @@ * * 4 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/Player.cpp b/Descent3/Player.cpp index 4a4d56cd..65b02216 100644 --- a/Descent3/Player.cpp +++ b/Descent3/Player.cpp @@ -373,7 +373,7 @@ * * 225 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/TelCom.cpp b/Descent3/TelCom.cpp index 373b83d1..0cc762bb 100644 --- a/Descent3/TelCom.cpp +++ b/Descent3/TelCom.cpp @@ -379,7 +379,7 @@ * Moved structures to hotspotmap.h * * 42 3/23/98 11:08a Jeff - * Moved monitor and input stuff to seperate file + * Moved monitor and input stuff to separate file * * 41 3/23/98 9:55a Jeff * Made changes to remove old telcom @@ -1456,7 +1456,7 @@ void TelcomRenderInit(void) { Telcom_system.Monitor_coords[monitor].right = windowmap.wm[monitor].x + windowmap.wm[monitor].width; Telcom_system.Monitor_coords[monitor].bottom = windowmap.wm[monitor].y + windowmap.wm[monitor].height; - // Do we want to save these seperatly? + // Do we want to save these separatly? Telcom_system.Monitor_coords[monitor].left += windowmap.wm[monitor].l_start_x - windowmap.wm[monitor].x; Telcom_system.Monitor_coords[monitor].right -= windowmap.wm[monitor].x + windowmap.wm[monitor].width - windowmap.wm[monitor].r_end_x; diff --git a/Descent3/TelComAutoMap.cpp b/Descent3/TelComAutoMap.cpp index ace706b1..d7e7c7c3 100644 --- a/Descent3/TelComAutoMap.cpp +++ b/Descent3/TelComAutoMap.cpp @@ -89,7 +89,7 @@ * * 18 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/WeaponFire.cpp b/Descent3/WeaponFire.cpp index 10d0f56b..6e3bf86c 100644 --- a/Descent3/WeaponFire.cpp +++ b/Descent3/WeaponFire.cpp @@ -272,7 +272,7 @@ * * 203 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -723,7 +723,7 @@ * instructions. * * 59 2/12/98 8:48p Matt - * Changed controls system to keep the reading of the controls seperate + * Changed controls system to keep the reading of the controls separate * from using the results. Got rid of the Controls global. * * 58 2/11/98 4:10p Jason diff --git a/Descent3/ambient.cpp b/Descent3/ambient.cpp index e0f86184..ca928289 100644 --- a/Descent3/ambient.cpp +++ b/Descent3/ambient.cpp @@ -49,7 +49,7 @@ * * 6 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/bsp.cpp b/Descent3/bsp.cpp index c57db7f0..61949499 100644 --- a/Descent3/bsp.cpp +++ b/Descent3/bsp.cpp @@ -34,7 +34,7 @@ * * 30 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/controls.h b/Descent3/controls.h index 0d1e2d4b..ae07f7d2 100644 --- a/Descent3/controls.h +++ b/Descent3/controls.h @@ -118,7 +118,7 @@ * Added functions to save controller state. * * 8 2/12/98 8:48p Matt - * Changed controls system to keep the reading of the controls seperate + * Changed controls system to keep the reading of the controls separate * from using the results. Got rid of the Controls global. * * 7 1/12/98 6:28p Samir diff --git a/Descent3/demofile.cpp b/Descent3/demofile.cpp index 37257d13..17185b31 100644 --- a/Descent3/demofile.cpp +++ b/Descent3/demofile.cpp @@ -200,7 +200,7 @@ * * 21 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/door.cpp b/Descent3/door.cpp index aef6918e..58d42564 100644 --- a/Descent3/door.cpp +++ b/Descent3/door.cpp @@ -34,7 +34,7 @@ * * 10 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/door.h b/Descent3/door.h index 39c6e265..e98935a8 100644 --- a/Descent3/door.h +++ b/Descent3/door.h @@ -37,7 +37,7 @@ * * 8 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/fireball.cpp b/Descent3/fireball.cpp index 9d2936b4..039676ed 100644 --- a/Descent3/fireball.cpp +++ b/Descent3/fireball.cpp @@ -251,7 +251,7 @@ * * 170 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/gamecinematics.cpp b/Descent3/gamecinematics.cpp index 13cf7560..8d7b3aa9 100644 --- a/Descent3/gamecinematics.cpp +++ b/Descent3/gamecinematics.cpp @@ -470,7 +470,7 @@ static inline int Cinematics_CreateCamera(void) { // Cinematic_Start // // Starts an in-game cinematic sequence. text_string is the text to be displayed -// use pipes (|) to seperate lines. (calls demo routines to record) +// use pipes (|) to separate lines. (calls demo routines to record) bool Cinematic_Start(tGameCinematic *info, char *text_string) { if (Demo_flags == DF_PLAYBACK) return true; // demo system calls Cinematic_StartCine itself @@ -518,7 +518,7 @@ static inline void Cinematic_DeleteCamera(int objhandle) { // Cinematic_StartCine // // Starts an in-game cinematic sequence. text_string is the text to be displayed -// use pipes (|) to seperate lines. (does not call demo routines) +// use pipes (|) to separate lines. (does not call demo routines) bool Cinematic_StartCine(tGameCinematic *info, const char *text_string, int camera_objhandle) { ASSERT(info != NULL); ASSERT(text_string != NULL); diff --git a/Descent3/gamecinematics.h b/Descent3/gamecinematics.h index b4a6d484..5e020a1e 100644 --- a/Descent3/gamecinematics.h +++ b/Descent3/gamecinematics.h @@ -73,7 +73,7 @@ void Cinematic_Close(void); // Cinematic_Start // // Starts an in-game cinematic sequence. text_string is the text to be displayed -// use pipes (|) to seperate lines. +// use pipes (|) to separate lines. bool Cinematic_Start(tGameCinematic *info, char *text_string); // Cinematic_Stop diff --git a/Descent3/gamesave.h b/Descent3/gamesave.h index 113c89b0..ebf278e4 100644 --- a/Descent3/gamesave.h +++ b/Descent3/gamesave.h @@ -49,7 +49,7 @@ * * 9 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/gamesequence.cpp b/Descent3/gamesequence.cpp index a434441c..44996109 100644 --- a/Descent3/gamesequence.cpp +++ b/Descent3/gamesequence.cpp @@ -452,7 +452,7 @@ * * 186 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/gametexture.cpp b/Descent3/gametexture.cpp index c6f334aa..d2db28f5 100644 --- a/Descent3/gametexture.cpp +++ b/Descent3/gametexture.cpp @@ -76,7 +76,7 @@ * * 41 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/hotspotmap.cpp b/Descent3/hotspotmap.cpp index ef869b5e..cd2729eb 100644 --- a/Descent3/hotspotmap.cpp +++ b/Descent3/hotspotmap.cpp @@ -38,7 +38,7 @@ * * 16 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/init.cpp b/Descent3/init.cpp index 9046797e..15521eaf 100644 --- a/Descent3/init.cpp +++ b/Descent3/init.cpp @@ -460,7 +460,7 @@ * * 185 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -628,7 +628,7 @@ * fixed some defaults * * 130 10/03/98 11:21p Matt - * Added system to seperately control outline mode for mine, terrain, sky, + * Added system to separately control outline mode for mine, terrain, sky, * & objects * * 129 10/01/98 11:57a Matt diff --git a/Descent3/multi.cpp b/Descent3/multi.cpp index aa4887a8..d98b4a42 100644 --- a/Descent3/multi.cpp +++ b/Descent3/multi.cpp @@ -627,7 +627,7 @@ * * 345 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -1888,7 +1888,7 @@ int MultiStuffPosition(int slot, uint8_t *data) { if (slot == Player_num) { // tell the reciever to expect fire information, only if - // we fired this frame and it isn't going to be a seperate packet + // we fired this frame and it isn't going to be a separate packet // (like secondaries in a non-peer to peer, are sent reliably) if (Player_fire_packet[slot].fired_on_this_frame == PFP_FIRED) flags |= MPF_FIRED; diff --git a/Descent3/multi.h b/Descent3/multi.h index 191c7d9c..985918f2 100644 --- a/Descent3/multi.h +++ b/Descent3/multi.h @@ -170,7 +170,7 @@ * * 128 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/multi_dll_mgr.cpp b/Descent3/multi_dll_mgr.cpp index 3d114253..f4c2cbbc 100644 --- a/Descent3/multi_dll_mgr.cpp +++ b/Descent3/multi_dll_mgr.cpp @@ -132,7 +132,7 @@ * * 48 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/multi_external.h b/Descent3/multi_external.h index 64099191..9d375185 100644 --- a/Descent3/multi_external.h +++ b/Descent3/multi_external.h @@ -95,7 +95,7 @@ * * 2 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/multi_server.cpp b/Descent3/multi_server.cpp index 1e76da04..a03f3e94 100644 --- a/Descent3/multi_server.cpp +++ b/Descent3/multi_server.cpp @@ -376,7 +376,7 @@ * * 166 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/multisafe.cpp b/Descent3/multisafe.cpp index 37f924a1..0d841ef5 100644 --- a/Descent3/multisafe.cpp +++ b/Descent3/multisafe.cpp @@ -536,7 +536,7 @@ * * 54 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/newui_filedlg.cpp b/Descent3/newui_filedlg.cpp index 7f226ce3..73bdf9e0 100644 --- a/Descent3/newui_filedlg.cpp +++ b/Descent3/newui_filedlg.cpp @@ -69,7 +69,7 @@ * * 9 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -124,7 +124,7 @@ std::filesystem::path NewuiFileDlg_lastpath; // border size of the UI window #define UI_BORDERSIZE 20 -// Updates the given listbox with the directories and files that match wildcards (each wildcard seperates by a ;) +// Updates the given listbox with the directories and files that match wildcards (each wildcard separates by a ;) void UpdateFileList(newuiListBox *lb, const std::filesystem::path &path, const std::vector &wildcards); // Callback function for listbox @@ -467,7 +467,7 @@ bool DoPathFileDialog(bool save_dialog, std::filesystem::path &path, const char return ret; } -// Updates the given listbox with the directories and files that match wildcards (each wildcard seperates by a ;) +// Updates the given listbox with the directories and files that match wildcards (each wildcard separates by a ;) void UpdateFileList(newuiListBox *lb, const std::filesystem::path &path, const std::vector &wildcards) { FDlg_EnableWaitMessage(true); lb->RemoveAll(); diff --git a/Descent3/object.cpp b/Descent3/object.cpp index 32fd7232..75ec72f4 100644 --- a/Descent3/object.cpp +++ b/Descent3/object.cpp @@ -310,7 +310,7 @@ * * 228 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -779,7 +779,7 @@ * subobjects. Also update newstyle_fi.cpp * * 82 2/12/98 8:48p Matt - * Changed controls system to keep the reading of the controls seperate + * Changed controls system to keep the reading of the controls separate * from using the results. Got rid of the Controls global. * * 81 2/11/98 2:04p Jason diff --git a/Descent3/object.h b/Descent3/object.h index 3246accc..4d9b12f9 100644 --- a/Descent3/object.h +++ b/Descent3/object.h @@ -56,7 +56,7 @@ * * 165 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/object_external.h b/Descent3/object_external.h index 20272144..07c4d3a8 100644 --- a/Descent3/object_external.h +++ b/Descent3/object_external.h @@ -114,7 +114,7 @@ * * 11 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/objinfo.h b/Descent3/objinfo.h index 2a294665..93c7abb8 100644 --- a/Descent3/objinfo.h +++ b/Descent3/objinfo.h @@ -140,7 +140,7 @@ * * 51 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/osiris_dll.h b/Descent3/osiris_dll.h index 80c0720a..7b101da1 100644 --- a/Descent3/osiris_dll.h +++ b/Descent3/osiris_dll.h @@ -60,7 +60,7 @@ * * 13 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/osiris_predefs.cpp b/Descent3/osiris_predefs.cpp index e0afb870..b55e35d7 100644 --- a/Descent3/osiris_predefs.cpp +++ b/Descent3/osiris_predefs.cpp @@ -347,7 +347,7 @@ * * 26 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/pilot.cpp b/Descent3/pilot.cpp index 62aa4c9a..220ab2ec 100644 --- a/Descent3/pilot.cpp +++ b/Descent3/pilot.cpp @@ -243,7 +243,7 @@ * * 104 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/player.h b/Descent3/player.h index c9429dca..6f052b77 100644 --- a/Descent3/player.h +++ b/Descent3/player.h @@ -79,7 +79,7 @@ * * 87 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/player_external.h b/Descent3/player_external.h index 0eb1554e..e33201ce 100644 --- a/Descent3/player_external.h +++ b/Descent3/player_external.h @@ -50,7 +50,7 @@ * * 2 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/player_external_struct.h b/Descent3/player_external_struct.h index bac114fe..38950c32 100644 --- a/Descent3/player_external_struct.h +++ b/Descent3/player_external_struct.h @@ -63,7 +63,7 @@ * * 2 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/render.h b/Descent3/render.h index 59c3e9db..f863666f 100644 --- a/Descent3/render.h +++ b/Descent3/render.h @@ -61,7 +61,7 @@ * Added debug options to limit rendering * * 27 10/03/98 11:21p Matt - * Added system to seperately control outline mode for mine, terrain, sky, + * Added system to separately control outline mode for mine, terrain, sky, * & objects * * 26 9/24/98 12:57p Jason diff --git a/Descent3/room.h b/Descent3/room.h index c6c49da1..a0fb63a6 100644 --- a/Descent3/room.h +++ b/Descent3/room.h @@ -46,7 +46,7 @@ * * 99 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/room_external.h b/Descent3/room_external.h index 2be4c97c..9e1338fe 100644 --- a/Descent3/room_external.h +++ b/Descent3/room_external.h @@ -87,7 +87,7 @@ * * 2 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/scorch.cpp b/Descent3/scorch.cpp index bc43f9f5..1ed59063 100644 --- a/Descent3/scorch.cpp +++ b/Descent3/scorch.cpp @@ -43,7 +43,7 @@ * * 15 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/spew.cpp b/Descent3/spew.cpp index 3f04ef1d..6546bcb2 100644 --- a/Descent3/spew.cpp +++ b/Descent3/spew.cpp @@ -55,7 +55,7 @@ * * 19 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/Descent3/subtitles.cpp b/Descent3/subtitles.cpp index 4854f18f..3fbb0ec5 100644 --- a/Descent3/subtitles.cpp +++ b/Descent3/subtitles.cpp @@ -128,7 +128,7 @@ char *parse_int(char *buf, int *d) { return NULL; } - // Check for valid seperator, and convert + // Check for valid separator, and convert if ((*t == 0) || isspace(*t) || (*t == ',')) { // valid number *d = atoi(buf); return t; diff --git a/Descent3/terrainrender.cpp b/Descent3/terrainrender.cpp index 7d2a8500..be9d525e 100644 --- a/Descent3/terrainrender.cpp +++ b/Descent3/terrainrender.cpp @@ -218,7 +218,7 @@ * fixed lighting on the terrain * * 178 10/03/98 11:21p Matt - * Added system to seperately control outline mode for mine, terrain, sky, + * Added system to separately control outline mode for mine, terrain, sky, * & objects * * 177 10/02/98 5:31p Jason diff --git a/Descent3/viseffect.cpp b/Descent3/viseffect.cpp index 34577b72..57775348 100644 --- a/Descent3/viseffect.cpp +++ b/Descent3/viseffect.cpp @@ -203,7 +203,7 @@ * * 87 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/ddio/lnxfile.cpp b/ddio/lnxfile.cpp index f4fb5cb9..639eecc7 100644 --- a/ddio/lnxfile.cpp +++ b/ddio/lnxfile.cpp @@ -290,7 +290,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) { path_length++; } - // now divide the full path into seperate NULL terminated strings,counting the number + // now divide the full path into separate NULL terminated strings,counting the number // of directories in the process dirs = 0; char *strptr; @@ -313,7 +313,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) { return; } - // allocate the memory needed for the seperate strings of each directory + // allocate the memory needed for the separate strings of each directory directories = (char **)mem_malloc(sizeof(char *) * dirs); if (!directories) { strcpy(dest, srcPath); diff --git a/ddio/winfile.cpp b/ddio/winfile.cpp index cfbb0276..3ed68f7f 100644 --- a/ddio/winfile.cpp +++ b/ddio/winfile.cpp @@ -374,7 +374,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) { path_length++; } - // now divide the full path into seperate NULL terminated strings,counting the number + // now divide the full path into separate NULL terminated strings,counting the number // of directories in the process dirs = 0; char *strptr = dest; @@ -392,7 +392,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) { return; } - // allocate the memory needed for the seperate strings of each directory + // allocate the memory needed for the separate strings of each directory directories = (char **)mem_malloc(sizeof(char *) * dirs); if (!directories) { strcpy(dest, srcPath); diff --git a/editor/AISettingsDlg.cpp b/editor/AISettingsDlg.cpp index 82b4560b..50f1913a 100644 --- a/editor/AISettingsDlg.cpp +++ b/editor/AISettingsDlg.cpp @@ -43,7 +43,7 @@ CAISettingsDlg::CAISettingsDlg(t_ai_info *ai_info, CWnd *pParent /*=NULL*/) : CD m_ai_flock_alignment = 0.0f; m_ai_flock_cohesion = 0.0f; m_ai_flock_member_check = FALSE; - m_ai_flock_seperation = 0.0f; + m_ai_flock_separation = 0.0f; m_initial_action = _T(""); m_ai_uses_thrust_check = FALSE; m_ai_type = _T(""); diff --git a/editor/AISettingsDlg.h b/editor/AISettingsDlg.h index db05a6fb..ce13adc6 100644 --- a/editor/AISettingsDlg.h +++ b/editor/AISettingsDlg.h @@ -61,7 +61,7 @@ public: float m_ai_flock_alignment; float m_ai_flock_cohesion; BOOL m_ai_flock_member_check; - float m_ai_flock_seperation; + float m_ai_flock_separation; float m_ai_fov; CString m_initial_action; BOOL m_ai_uses_thrust_check; diff --git a/editor/DoorwayDialog.cpp b/editor/DoorwayDialog.cpp index 3c47be67..e5249518 100644 --- a/editor/DoorwayDialog.cpp +++ b/editor/DoorwayDialog.cpp @@ -101,7 +101,7 @@ * Added a Opened checkbox to mark a door as open or closed initially * * 18 4/01/97 11:00p Matt - * Changed editor to keep a viewer object (type camera) seperate from the + * Changed editor to keep a viewer object (type camera) separate from the * player object. This camera, and not the player, is now moved by * slewing, the C key, etc. When going into the game, the viewer position * & orientation are copied to the player. When going back to the editor, diff --git a/editor/Erooms.cpp b/editor/Erooms.cpp index e91b120f..909252e2 100644 --- a/editor/Erooms.cpp +++ b/editor/Erooms.cpp @@ -186,7 +186,7 @@ * Fix up triggers when deleting a face * * 117 2/03/99 1:10p Matt - * Changed the paletted room current faces to be stored in a seperate + * Changed the paletted room current faces to be stored in a separate * array, instead of in the room structure. * * 116 1/29/99 12:48p Matt diff --git a/editor/Erooms.h b/editor/Erooms.h index 4531b175..a35d70cd 100644 --- a/editor/Erooms.h +++ b/editor/Erooms.h @@ -55,7 +55,7 @@ * wrong way. * * 41 2/03/99 1:10p Matt - * Changed the paletted room current faces to be stored in a seperate + * Changed the paletted room current faces to be stored in a separate * array, instead of in the room structure. * * 40 10/03/98 8:05p Matt diff --git a/editor/Group.cpp b/editor/Group.cpp index 32e1826c..ccc24236 100644 --- a/editor/Group.cpp +++ b/editor/Group.cpp @@ -59,7 +59,7 @@ * * 26 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/editor/HFile.cpp b/editor/HFile.cpp index 186a2d77..5a0e0196 100644 --- a/editor/HFile.cpp +++ b/editor/HFile.cpp @@ -90,7 +90,7 @@ * * 62 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -270,7 +270,7 @@ * Added support for floating segments * * 22 5/08/97 7:29p Matt - * Made seperate viewers for mine & terrain, and cleaned up code the + * Made separate viewers for mine & terrain, and cleaned up code the * switched between modes * * 21 5/06/97 2:30p Jason @@ -287,7 +287,7 @@ * changed. * * 18 4/01/97 11:00p Matt - * Changed editor to keep a viewer object (type camera) seperate from the + * Changed editor to keep a viewer object (type camera) separate from the * player object. This camera, and not the player, is now moved by * slewing, the C key, etc. When going into the game, the viewer position * & orientation are copied to the player. When going back to the editor, diff --git a/editor/HFile.h b/editor/HFile.h index 16051507..7b759874 100644 --- a/editor/HFile.h +++ b/editor/HFile.h @@ -36,7 +36,7 @@ * Ripped out segment code * * 6 4/01/97 11:00p Matt - * Changed editor to keep a viewer object (type camera) seperate from the + * Changed editor to keep a viewer object (type camera) separate from the * player object. This camera, and not the player, is now moved by * slewing, the C key, etc. When going into the game, the viewer position * & orientation are copied to the player. When going back to the editor, diff --git a/editor/HView.cpp b/editor/HView.cpp index 51347078..b7c9ab60 100644 --- a/editor/HView.cpp +++ b/editor/HView.cpp @@ -98,7 +98,7 @@ * and changing a few others * * 4 4/01/97 11:00p Matt - * Changed editor to keep a viewer object (type camera) seperate from the + * Changed editor to keep a viewer object (type camera) separate from the * player object. This camera, and not the player, is now moved by * slewing, the C key, etc. When going into the game, the viewer position * & orientation are copied to the player. When going back to the editor, @@ -405,7 +405,7 @@ void DeleteViewer() { } // Sets the viewer object for the editor, creating if not already in mine -// Keeps seperate viewer objects for mine & terrain views +// Keeps separate viewer objects for mine & terrain views void SetEditorViewer() { int objnum, roomnum; diff --git a/editor/HView.h b/editor/HView.h index 975f2e56..669c1821 100644 --- a/editor/HView.h +++ b/editor/HView.h @@ -45,7 +45,7 @@ * Added SetViewerFromRoomFace() * * 2 4/01/97 11:00p Matt - * Changed editor to keep a viewer object (type camera) seperate from the + * Changed editor to keep a viewer object (type camera) separate from the * player object. This camera, and not the player, is now moved by * slewing, the C key, etc. When going into the game, the viewer position * & orientation are copied to the player. When going back to the editor, diff --git a/editor/MainFrm.cpp b/editor/MainFrm.cpp index 5047929a..786ce586 100644 --- a/editor/MainFrm.cpp +++ b/editor/MainFrm.cpp @@ -181,7 +181,7 @@ * object info.) * * 117 2/03/99 1:10p Matt - * Changed the paletted room current faces to be stored in a seperate + * Changed the paletted room current faces to be stored in a separate * array, instead of in the room structure. * * 116 2/03/99 1:20a Matt @@ -196,7 +196,7 @@ * * 113 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -382,7 +382,7 @@ * did a HUGE overhaul of the bitmap system * * 58 10/03/97 3:39p Matt - * Added seperate sets of wireframe view variables for mine & room views + * Added separate sets of wireframe view variables for mine & room views * * 57 9/23/97 10:38a Jason * Took out OnTerrain @@ -608,7 +608,7 @@ * option * * 65 4/01/97 11:00p Matt - * Changed editor to keep a viewer object (type camera) seperate from the + * Changed editor to keep a viewer object (type camera) separate from the * player object. This camera, and not the player, is now moved by * slewing, the C key, etc. When going into the game, the viewer position * & orientation are copied to the player. When going back to the editor, diff --git a/editor/Read3ds.cpp b/editor/Read3ds.cpp index 138acf6f..6086c512 100644 --- a/editor/Read3ds.cpp +++ b/editor/Read3ds.cpp @@ -42,7 +42,7 @@ * * 22 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/editor/TableFileFilterMng.cpp b/editor/TableFileFilterMng.cpp index d4e224b5..f8a2f31b 100644 --- a/editor/TableFileFilterMng.cpp +++ b/editor/TableFileFilterMng.cpp @@ -75,7 +75,7 @@ * * 33 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/editor/TerrainDialog.cpp b/editor/TerrainDialog.cpp index b5d82dc4..70239cfb 100644 --- a/editor/TerrainDialog.cpp +++ b/editor/TerrainDialog.cpp @@ -49,7 +49,7 @@ * * 68 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/editor/TextureGrWnd.cpp b/editor/TextureGrWnd.cpp index b7b146c3..cfc4f476 100644 --- a/editor/TextureGrWnd.cpp +++ b/editor/TextureGrWnd.cpp @@ -99,7 +99,7 @@ * first pass at new indoor engine * * 99 2/03/99 1:10p Matt - * Changed the paletted room current faces to be stored in a seperate + * Changed the paletted room current faces to be stored in a separate * array, instead of in the room structure. * * 98 2/01/99 5:47p Nate @@ -1349,7 +1349,7 @@ bool CTextureGrWnd::SetupPopup(CMenu *popup, char *title) { } if (!popup->AppendMenu(MF_SEPARATOR)) { ret = false; - mprintf(0, "Warning: Could not add seperator to popup\n"); + mprintf(0, "Warning: Could not add separator to popup\n"); } if (!popup->AppendMenu(MF_STRING, POPUP_COPY, "Copy")) { ret = false; @@ -1369,7 +1369,7 @@ bool CTextureGrWnd::SetupPopup(CMenu *popup, char *title) { } if (!popup->AppendMenu(MF_SEPARATOR)) { ret = false; - mprintf(0, "Warning: Could not add seperator to popup\n"); + mprintf(0, "Warning: Could not add separator to popup\n"); } if (!popup->AppendMenu(MF_STRING, POPUP_EDITNAME, "Edit Name")) { ret = false; diff --git a/editor/WireframeGrWnd.cpp b/editor/WireframeGrWnd.cpp index f0515c86..d840208a 100644 --- a/editor/WireframeGrWnd.cpp +++ b/editor/WireframeGrWnd.cpp @@ -36,7 +36,7 @@ * added/fixed features for the designers * * 26 2/03/99 1:11p Matt - * Changed the paletted room current faces to be stored in a seperate + * Changed the paletted room current faces to be stored in a separate * array, instead of in the room structure. * * 25 1/20/99 10:50a Jason @@ -79,7 +79,7 @@ * did a HUGE overhaul of the bitmap system * * 12 10/03/97 3:39p Matt - * Added seperate sets of wireframe view variables for mine & room views + * Added separate sets of wireframe view variables for mine & room views * * 11 9/17/97 11:34a Matt * Ripped out segment code diff --git a/editor/WorldObjectsDoorDialog.cpp b/editor/WorldObjectsDoorDialog.cpp index 47be39ce..43ea80f0 100644 --- a/editor/WorldObjectsDoorDialog.cpp +++ b/editor/WorldObjectsDoorDialog.cpp @@ -31,7 +31,7 @@ * * 25 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/editor/WorldObjectsRobotDialog.cpp b/editor/WorldObjectsRobotDialog.cpp index 12093002..7c9581eb 100644 --- a/editor/WorldObjectsRobotDialog.cpp +++ b/editor/WorldObjectsRobotDialog.cpp @@ -38,7 +38,7 @@ * fixed potential memory bug * * 5 8/06/97 1:32p Matt - * Ripped out a bunch of stuff, and added seperate physics and ai dialogs + * Ripped out a bunch of stuff, and added separate physics and ai dialogs * * 4 7/24/97 6:11p Matt * Created symbolic constant for default zoom, and used it every place diff --git a/editor/WorldWeaponsDialog.cpp b/editor/WorldWeaponsDialog.cpp index 3105a8c8..64957d05 100644 --- a/editor/WorldWeaponsDialog.cpp +++ b/editor/WorldWeaponsDialog.cpp @@ -48,7 +48,7 @@ * * 79 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/editor/drawworld.cpp b/editor/drawworld.cpp index 4f8f4dd4..68a28cc2 100644 --- a/editor/drawworld.cpp +++ b/editor/drawworld.cpp @@ -42,7 +42,7 @@ * is low it was getting checked. * * 32 2/03/99 1:10p Matt - * Changed the paletted room current faces to be stored in a seperate + * Changed the paletted room current faces to be stored in a separate * array, instead of in the room structure. * * 31 12/01/98 11:17p Matt diff --git a/editor/editor.cpp b/editor/editor.cpp index fa8526d2..7a6d06f4 100644 --- a/editor/editor.cpp +++ b/editor/editor.cpp @@ -262,7 +262,7 @@ * drawn as a sphere in that view * * 41 4/01/97 11:00p Matt - * Changed editor to keep a viewer object (type camera) seperate from the + * Changed editor to keep a viewer object (type camera) separate from the * player object. This camera, and not the player, is now moved by * slewing, the C key, etc. When going into the game, the viewer position * & orientation are copied to the player. When going back to the editor, diff --git a/editor/editorView.cpp b/editor/editorView.cpp index a2d93146..3f08a44b 100644 --- a/editor/editorView.cpp +++ b/editor/editorView.cpp @@ -89,7 +89,7 @@ * Disable z-buffer button if OpenGL is being used in the editor. * * 52 2/03/99 1:10p Matt - * Changed the paletted room current faces to be stored in a seperate + * Changed the paletted room current faces to be stored in a separate * array, instead of in the room structure. * * 51 1/25/99 11:12a Matt @@ -97,7 +97,7 @@ * * 50 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -116,7 +116,7 @@ * Use windows function to get cursor position instead of ddio function. * * 45 10/03/98 11:21p Matt - * Added system to seperately control outline mode for mine, terrain, sky, + * Added system to separately control outline mode for mine, terrain, sky, * & objects * * 44 10/03/98 8:31p Matt @@ -259,7 +259,7 @@ * Added editor button to toggle lighting * * 26 5/08/97 7:29p Matt - * Made seperate viewers for mine & terrain, and cleaned up code the + * Made separate viewers for mine & terrain, and cleaned up code the * switched between modes * * 25 5/06/97 3:49p Matt diff --git a/editor/editorView.h b/editor/editorView.h index 62884131..923a49dd 100644 --- a/editor/editorView.h +++ b/editor/editorView.h @@ -75,7 +75,7 @@ * Added functions to create a face * * 32 10/03/98 11:22p Matt - * Added system to seperately control outline mode for mine, terrain, sky, + * Added system to separately control outline mode for mine, terrain, sky, * & objects * * 31 10/03/98 8:31p Matt diff --git a/editor/gameeditor.cpp b/editor/gameeditor.cpp index 20114c8f..52461e94 100644 --- a/editor/gameeditor.cpp +++ b/editor/gameeditor.cpp @@ -425,7 +425,7 @@ * make player/viewer object switch flags if over terrain * * 17 4/01/97 11:00p Matt - * Changed editor to keep a viewer object (type camera) seperate from the + * Changed editor to keep a viewer object (type camera) separate from the * player object. This camera, and not the player, is now moved by * slewing, the C key, etc. When going into the game, the viewer position * & orientation are copied to the player. When going back to the editor, diff --git a/editor/moveworld.cpp b/editor/moveworld.cpp index f7bcee83..fdff5cca 100644 --- a/editor/moveworld.cpp +++ b/editor/moveworld.cpp @@ -32,7 +32,7 @@ * Moved mine origin to the center of the terrain * * 4 10/03/97 3:39p Matt - * Added seperate sets of wireframe view variables for mine & room views + * Added separate sets of wireframe view variables for mine & room views * * 3 7/22/97 7:08p Matt * Cleaned up D3EditState, moving some vars in and some out, and renaming diff --git a/editor/roomkeypaddialog.cpp b/editor/roomkeypaddialog.cpp index 48014b37..f36a9072 100644 --- a/editor/roomkeypaddialog.cpp +++ b/editor/roomkeypaddialog.cpp @@ -72,7 +72,7 @@ * * 54 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, @@ -200,7 +200,7 @@ * * 15 9/06/97 3:14p Matt * Added button to go to next portal - * Added seperate face & vert count displays for current room & cur + * Added separate face & vert count displays for current room & cur * palette room * Use new PrintToDsgItem() function * diff --git a/editor/roomkeypaddialog.h b/editor/roomkeypaddialog.h index ffd3aee6..765af099 100644 --- a/editor/roomkeypaddialog.h +++ b/editor/roomkeypaddialog.h @@ -109,7 +109,7 @@ * * 9 9/06/97 3:14p Matt * Added button to go to next portal - * Added seperate face & vert count displays for current room & cur + * Added separate face & vert count displays for current room & cur * palette room * Use new PrintToDsgItem() function * diff --git a/editor/selectedroom.cpp b/editor/selectedroom.cpp index b7c11972..4f7db6b2 100644 --- a/editor/selectedroom.cpp +++ b/editor/selectedroom.cpp @@ -37,7 +37,7 @@ * * 7 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/grtext/textaux.cpp b/grtext/textaux.cpp index 5f6c8114..2f2b7de6 100644 --- a/grtext/textaux.cpp +++ b/grtext/textaux.cpp @@ -57,7 +57,7 @@ // textaux_WordWrap // // Given a buffer of text, and an empty buffer of same size -// it will break the source buffer up into lines (seperated by /n) of size width or smaller (in pixels). +// it will break the source buffer up into lines (separated by /n) of size width or smaller (in pixels). // All /n within the source buffer are preserved. Source buffer is also not changed. void textaux_WordWrap(const char *src, char *dest, int width, int font) { // make sure we are kosher with the values past in diff --git a/lib/game2dll.h b/lib/game2dll.h index f301a4d2..247e2fd1 100644 --- a/lib/game2dll.h +++ b/lib/game2dll.h @@ -70,7 +70,7 @@ struct tDLLOptions { // gives the full name of the game (must be set) char game_name[MAX_GAMENAME_LEN]; - // this is an array of semicolor seperated 'string identifiers' that serve as requirements + // this is an array of semicolor separated 'string identifiers' that serve as requirements // the mission needs to support in order for it to be playable with the game. // this parameter must be set (even it is just a '\0' for the first character..aka no requirements) char requirements[MAX_REQUIREMENT_LEN]; diff --git a/lib/manage_external.h b/lib/manage_external.h index 607161ae..09165558 100644 --- a/lib/manage_external.h +++ b/lib/manage_external.h @@ -34,7 +34,7 @@ * * 2 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/lib/object_external_struct.h b/lib/object_external_struct.h index 095c6da4..7cf7d630 100644 --- a/lib/object_external_struct.h +++ b/lib/object_external_struct.h @@ -82,7 +82,7 @@ * * 2 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/lib/polymodel_external.h b/lib/polymodel_external.h index 6c570f35..75ddff3c 100644 --- a/lib/polymodel_external.h +++ b/lib/polymodel_external.h @@ -44,7 +44,7 @@ * * 2 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/lib/textaux.h b/lib/textaux.h index 336bbac8..b6e0ca00 100644 --- a/lib/textaux.h +++ b/lib/textaux.h @@ -49,7 +49,7 @@ // textaux_WordWrap // // Given a buffer of text, and an empty buffer of same size -// it will break the source buffer up into lines (seperated by /n) of size width or smaller (in pixels). +// it will break the source buffer up into lines (separated by /n) of size width or smaller (in pixels). // All /n within the source buffer are preserved. Source buffer is also not changed. void textaux_WordWrap(const char *src, char *dest, int width, int font); diff --git a/lib/vecmat.h b/lib/vecmat.h index 507bcd80..c406b894 100644 --- a/lib/vecmat.h +++ b/lib/vecmat.h @@ -28,7 +28,7 @@ * * 21 1/21/99 11:16p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/lib/vecmat_external.h b/lib/vecmat_external.h index 959f2f4b..474cb638 100644 --- a/lib/vecmat_external.h +++ b/lib/vecmat_external.h @@ -31,7 +31,7 @@ * * 2 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/manage/doorpage.cpp b/manage/doorpage.cpp index b0f3a9f8..a52a6bd7 100644 --- a/manage/doorpage.cpp +++ b/manage/doorpage.cpp @@ -46,7 +46,7 @@ * * 19 1/21/99 11:16p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/manage/generic.cpp b/manage/generic.cpp index 84916896..f7257441 100644 --- a/manage/generic.cpp +++ b/manage/generic.cpp @@ -115,7 +115,7 @@ * * 74 1/21/99 11:16p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/manage/manage.cpp b/manage/manage.cpp index 0c909401..ab06bf7c 100644 --- a/manage/manage.cpp +++ b/manage/manage.cpp @@ -114,7 +114,7 @@ * * 76 1/21/99 11:16p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/model/polymodel.h b/model/polymodel.h index cb83e771..f9154bc4 100644 --- a/model/polymodel.h +++ b/model/polymodel.h @@ -37,7 +37,7 @@ * * 80 1/21/99 11:16p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/netgames/dmfc/dmfcbase.cpp b/netgames/dmfc/dmfcbase.cpp index 4bad8db3..034bc15b 100644 --- a/netgames/dmfc/dmfcbase.cpp +++ b/netgames/dmfc/dmfcbase.cpp @@ -249,7 +249,7 @@ * added table file parser macros * * 104 2/03/99 4:09p Jeff - * moved function pointers to seperate file. created autoexec.dmfc + * moved function pointers to separate file. created autoexec.dmfc * * 103 2/02/99 8:43a Chris * I made buildings with AI work correctly (ie really big robots should be @@ -4733,7 +4733,7 @@ void ParseHostsFile(char *filename, tHostsNode **root) { if (strlen(ptr) > 15) goto error_parse; - // break up the string into seperate strings + // break up the string into separate strings while (*ptr) { if (*ptr == '.') *ptr = '\0'; diff --git a/netgames/dmfc/dmfcfunctions.cpp b/netgames/dmfc/dmfcfunctions.cpp index ce8e14a2..e9698ca7 100644 --- a/netgames/dmfc/dmfcfunctions.cpp +++ b/netgames/dmfc/dmfcfunctions.cpp @@ -112,7 +112,7 @@ * created RenderHUDGetTextLineWidth and RenderHUDGetTextHeight * * 2 2/03/99 4:09p Jeff - * moved function pointers to seperate file. created autoexec.dmfc + * moved function pointers to separate file. created autoexec.dmfc * * $NoKeywords: $ */ diff --git a/netgames/dmfc/dmfcstats.cpp b/netgames/dmfc/dmfcstats.cpp index 532e0b1e..f6543d1c 100644 --- a/netgames/dmfc/dmfcstats.cpp +++ b/netgames/dmfc/dmfcstats.cpp @@ -576,7 +576,7 @@ redisplay_list: continue; if (m_flags & DSIF_SEPERATE_BY_TEAM) { - // for team games we seperate disconnected and ingame people + // for team games we separate disconnected and ingame people if (displaying_in_game_players) { // filter out non-ingame players if (pr->state != STATE_INGAME) diff --git a/netgames/includes/DMFC.h b/netgames/includes/DMFC.h index c3bd604c..dab75704 100644 --- a/netgames/includes/DMFC.h +++ b/netgames/includes/DMFC.h @@ -110,7 +110,7 @@ * EVT_GAMEOBJDESTROYED * * 102 2/03/99 4:09p Jeff - * moved function pointers to seperate file. created autoexec.dmfc + * moved function pointers to separate file. created autoexec.dmfc * * 101 1/31/99 7:25p Matt * Renamed a bunch of functions to have HUD capitalized @@ -613,7 +613,7 @@ struct tDmfcStatsColumnInfo { //===================================================================== // tDmfcStatsInit flags #define DSIF_SEPERATE_BY_TEAM \ - 0x00000001 // this tells the stats manager to seperate the players by + 0x00000001 // this tells the stats manager to separate the players by // team (useful only in a team game). By default it will // list all the players in a straight list #define DSIF_SHOW_PIC \ diff --git a/netgames/includes/gamedll_header.h b/netgames/includes/gamedll_header.h index 3934d4df..3ec6adc6 100644 --- a/netgames/includes/gamedll_header.h +++ b/netgames/includes/gamedll_header.h @@ -118,7 +118,7 @@ struct tDLLOptions { // gives the full name of the game (must be set) char game_name[MAX_GAMENAME_LEN]; - // this is an array of semicolor seperated 'string identifiers' that serve as requirements + // this is an array of semicolor separated 'string identifiers' that serve as requirements // the mission needs to support in order for it to be playable with the game. // this parameter must be set (even it is just a '\0' for the first character..aka no requirements) char requirements[MAX_REQUIREMENT_LEN]; diff --git a/networking/directplay.cpp b/networking/directplay.cpp index 6b77d1bc..3f6572e0 100644 --- a/networking/directplay.cpp +++ b/networking/directplay.cpp @@ -37,7 +37,7 @@ * * 9 1/21/99 11:15p Jeff * pulled out some structs and defines from header files and moved them - * into seperate header files so that multiplayer dlls don't require major + * into separate header files so that multiplayer dlls don't require major * game headers, just those new headers. Side effect is a shorter build * time. Also cleaned up some header file #includes that weren't needed. * This affected polymodel.h, object.h, player.h, vecmat.h, room.h, diff --git a/scripts/AIGame.cpp b/scripts/AIGame.cpp index 6c74e4bb..71b076f2 100644 --- a/scripts/AIGame.cpp +++ b/scripts/AIGame.cpp @@ -8429,7 +8429,7 @@ int16_t GBPowerup::CallEvent(int event, tOSIRISEventInfo *data) { //------------------ bool Sparky::DoNotify(int me_handle, tOSIRISEventInfo *data) { - // NOTE: I am also doing the rotational stuff here... So, no need to make a seperate AIN_SCRIPTED_ORIENT event + // NOTE: I am also doing the rotational stuff here... So, no need to make a separate AIN_SCRIPTED_ORIENT event if (data->evt_ai_notify.goal_num == 0 && data->evt_ai_notify.notify_type == AIN_SCRIPTED_GOAL) { vector rvel; Obj_Value(me_handle, VF_GET, OBJV_V_ROTVELOCITY, &rvel); diff --git a/scripts/DallasFuncs.cpp b/scripts/DallasFuncs.cpp index 022a5f58..38de9f4c 100644 --- a/scripts/DallasFuncs.cpp +++ b/scripts/DallasFuncs.cpp @@ -3796,7 +3796,7 @@ Cinematics Simple letterbox format cinematic, using path [h:CameraPath], with text [s:Text] targeting [o:Target] for [f:Seconds=10.0f] has fade in [b:FadeIn] aCinematicSimple CinematicSimple This creates a simple cinematic, in Letterbox mode. The camera will follow the given path. And the given text will be shown at the bottom of the screen. There is no -'quick exit' by keypress. To do more than one line of text, seperate each line of text using a pipe ('|'). +'quick exit' by keypress. To do more than one line of text, separate each line of text using a pipe ('|'). Parameters: CameraPath: The path the camera should follow @@ -3839,7 +3839,7 @@ Introduction fly-in using path [h:CameraPath], with text [s:Text] following play [h:PlayerPath] for [f:Seconds=10.0f]. aCinematicIntro CinematicIntro THE TARGET IS NOT USED, IT'S HERE FOR BACKWARD COMPATIBILITY This starts a level introduction cinematic. The camera will follow the given path. And the given text will be shown at the bottom of the screen. There is a 'quick exit' by keypress, after the first quarter of the cinematic is -done. To do more than one line of text, seperate each line of text using a pipe ('|'). +done. To do more than one line of text, separate each line of text using a pipe ('|'). Parameters: ONCE AGAIN, THE TARGET IS NOT USED, IT'S HERE FOR BACKWARD COMPATIBILITY diff --git a/scripts/aigame4.cpp b/scripts/aigame4.cpp index c313ebd2..69253a4f 100644 --- a/scripts/aigame4.cpp +++ b/scripts/aigame4.cpp @@ -554,7 +554,7 @@ bool MercEndBoss::DoNotify(int me, tOSIRISEventInfo *data) { } } break; case MERCENDBOSS_DEATH: { - // NOTE: I am also doing the rotational stuff here... So, no need to make a seperate AIN_SCRIPTED_ORIENT event + // NOTE: I am also doing the rotational stuff here... So, no need to make a separate AIN_SCRIPTED_ORIENT event if (data->evt_ai_notify.goal_num == 0 && data->evt_ai_notify.notify_type == AIN_SCRIPTED_GOAL) { vector rvel; Obj_Value(me, VF_GET, OBJV_V_ROTVELOCITY, &rvel); diff --git a/scripts/data/demohog/d3.str b/scripts/data/demohog/d3.str index c57421a6..73ff8dab 100644 --- a/scripts/data/demohog/d3.str +++ b/scripts/data/demohog/d3.str @@ -6009,7 +6009,7 @@ !/!The following lines are for the descriptions of the ships in the single player !/!ship selection screen. Please note that the lines that have \1\XX\XX\XX are colors !/!please leave them in through localization. For reference \1 notes the start of a -!/!color sequence, the next number (they are seperated by \) is the red component, followed +!/!color sequence, the next number (they are separated by \) is the red component, followed !/!by green then blue. !/!Pyro-GL (850-857) diff --git a/scripts/data/fullhog/D3.STR b/scripts/data/fullhog/D3.STR index c57421a6..73ff8dab 100644 --- a/scripts/data/fullhog/D3.STR +++ b/scripts/data/fullhog/D3.STR @@ -6009,7 +6009,7 @@ !/!The following lines are for the descriptions of the ships in the single player !/!ship selection screen. Please note that the lines that have \1\XX\XX\XX are colors !/!please leave them in through localization. For reference \1 notes the start of a -!/!color sequence, the next number (they are seperated by \) is the red component, followed +!/!color sequence, the next number (they are separated by \) is the red component, followed !/!by green then blue. !/!Pyro-GL (850-857) diff --git a/scripts/data/fullhog/d3i.str b/scripts/data/fullhog/d3i.str index 0ecd8e8b..034310cb 100644 --- a/scripts/data/fullhog/d3i.str +++ b/scripts/data/fullhog/d3i.str @@ -6006,7 +6006,7 @@ !/!The following lines are for the descriptions of the ships in the single player !/!ship selection screen. Please note that the lines that have \1\XX\XX\XX are colors !/!please leave them in through localization. For reference \1 notes the start of a -!/!color sequence, the next number (they are seperated by \) is the red component, followed +!/!color sequence, the next number (they are separated by \) is the red component, followed !/!by green then blue. !/!Pyro-GL (850-857) diff --git a/scripts/lnx/osiris_import.h b/scripts/lnx/osiris_import.h index e6e01b0d..47a99b52 100644 --- a/scripts/lnx/osiris_import.h +++ b/scripts/lnx/osiris_import.h @@ -511,7 +511,7 @@ typedef char (*OMMS_GetInfo_fp)(OMMSHANDLE handle, uint32_t *mem_size, uint32_t OSIRISEXTERN OMMS_GetInfo_fp OMMS_GetInfo; // Starts an in-game cinematic sequence. text_string is the text to be displayed -// use pipes (|) to seperate lines. +// use pipes (|) to separate lines. typedef bool (*Cine_Start_fp)(tGameCinematic *info, const char *text_string); OSIRISEXTERN Cine_Start_fp Cine_Start; diff --git a/scripts/osiris_import.h b/scripts/osiris_import.h index 745e6583..09959c7d 100644 --- a/scripts/osiris_import.h +++ b/scripts/osiris_import.h @@ -571,7 +571,7 @@ typedef char (*OMMS_GetInfo_fp)(OMMSHANDLE handle, uint32_t *mem_size, uint32_t OSIRISEXTERN OMMS_GetInfo_fp OMMS_GetInfo; // Starts an in-game cinematic sequence. text_string is the text to be displayed -// use pipes (|) to seperate lines. +// use pipes (|) to separate lines. typedef bool (*Cine_Start_fp)(tGameCinematic *info, const char *text_string); OSIRISEXTERN Cine_Start_fp Cine_Start; diff --git a/sndlib/hlsoundlib.cpp b/sndlib/hlsoundlib.cpp index b21b0115..276cf66b 100644 --- a/sndlib/hlsoundlib.cpp +++ b/sndlib/hlsoundlib.cpp @@ -131,7 +131,7 @@ * from the center of the room to the center of the portal. It was this + * the dist to the next room's center. The reason for this change was it * makes it easier to compute the exact BOA_DIST for sounds. This is - * because the two distances are seperated (so from the start pos, we do a + * because the two distances are separated (so from the start pos, we do a * vm_Vect dist from the start point to the portal)... Hmmm.... * * 84 2/09/99 12:40p Chris