Fixed more spelling mistakes

coverity_scan^2
Leon Krieg 8 years ago
parent 2eb6ef50ca
commit 739cd5ba45

@ -425,7 +425,7 @@ void CSMTools::ReferenceableCheckStage::creatureCheck (
//stats checks
if (creature.mData.mLevel < 1)
messages.push_back (std::make_pair (id, creature.mId + " has non-postive level"));
messages.push_back (std::make_pair (id, creature.mId + " has non-positive level"));
if (creature.mData.mStrength < 0)
messages.push_back (std::make_pair (id, creature.mId + " has negative strength"));

@ -65,7 +65,7 @@ namespace CSMWorld
void setRecord (const std::string& id, const RecordBase& record,
UniversalId::Type type = UniversalId::Type_None);
///< Add record or overwrite existing recrod.
///< Add record or overwrite existing record.
const RecordBase& getRecord (const std::string& id) const;

@ -8,9 +8,9 @@
/*! \brief
* Class for holding the model. Uses typical qt table abstraction/interface for granting access
* to the individiual fields of the records, Some records are holding nested data (for instance
* inventory list of the npc). In casses like this, table model offers interface to access
* inventory list of the npc). In cases like this, table model offers interface to access
* nested data in the qt way - that is specify parent. Since some of those nested data require
* multiple columns to represent informations, single int (default way to index model in the
* multiple columns to represent information, single int (default way to index model in the
* qmodelindex) is not sufficiant. Therefore tablemodelindex class can hold two ints for the
* sake of indexing two dimensions of the table. This model does not support multiple levels of
* the nested data. Vast majority of methods makes sense only for the top level data.

@ -8,7 +8,7 @@
* Adapters acts as indirection layer, abstracting details of the record types (in the wrappers) from the higher levels of model.
* Please notice that nested adaptor uses helper classes for actually performing any actions. Different record types require different helpers (needs to be created in the subclass and then fetched via member function).
*
* Important point: don't forget to make sure that getData on the nestedColumn returns true (otherwise code will not treat the index pointing to the column as having childs!
* Important point: don't forget to make sure that getData on the nestedColumn returns true (otherwise code will not treat the index pointing to the column as having children!
*/
class QVariant;

@ -41,4 +41,4 @@
/// \namespace MWScript
/// \ingroup openmw
/// \brief MW-specific script extentions and integration of the script system into OpenMW
/// \brief MW-specific script extensions and integration of the script system into OpenMW

@ -231,7 +231,7 @@ namespace MWClass
if(lockLevel!=0)
ptr.getCellRef().setLockLevel(abs(lockLevel)); //Changes lock to locklevel, in positive
else
ptr.getCellRef().setLockLevel(abs(ptr.getCellRef().getLockLevel())); //No locklevel given, just flip the origional one
ptr.getCellRef().setLockLevel(abs(ptr.getCellRef().getLockLevel())); //No locklevel given, just flip the original one
}
void Door::unlock (const MWWorld::Ptr& ptr) const

@ -122,7 +122,7 @@ namespace MWClass
info.effects = MWGui::Widgets::MWEffectList::effectListFromESM(&ref->mBase->mEffects);
// hide effects the player doesnt know about
// hide effects the player doesn't know about
MWWorld::Ptr player = MWBase::Environment::get().getWorld ()->getPlayerPtr();
for (unsigned int i=0; i<info.effects.size(); ++i)
info.effects[i].mKnown = MWMechanics::Alchemy::knownEffect(i, player);

@ -157,7 +157,7 @@ namespace MWMechanics
*
* TODO:
*
* Use the Observer Pattern to co-ordinate attacks, provide intelligence on
* Use the observer pattern to coordinate attacks, provide intelligence on
* whether the target was hit, etc.
*/

@ -32,7 +32,7 @@ namespace MWMechanics
class AiPackage
{
public:
///Enumerates the various AITypes availible.
///Enumerates the various AITypes available
enum TypeId {
TypeIdNone = -1,
TypeIdWander = 0,

@ -336,7 +336,7 @@ namespace MWMechanics
{
ESM::Pathgrid::Point dest(PathFinder::MakePathgridPoint(mReturnPosition));
// actor position is already in world co-ordinates
// actor position is already in world coordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(pos));
// don't take shortcuts for wandering
@ -649,7 +649,7 @@ namespace MWMechanics
ESM::Pathgrid::Point dest(storage.mAllowedNodes[randNode]);
ToWorldCoordinates(dest, storage.mCell->getCell());
// actor position is already in world co-ordinates
// actor position is already in world coordinates
ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actorPos));
// don't take shortcuts for wandering
@ -693,8 +693,8 @@ namespace MWMechanics
ESM::Pathgrid::Point pt = paths.back();
for(unsigned int j = 0; j < nodes.size(); j++)
{
// FIXME: doesn't hadle a door with the same X/Y
// co-ordinates but with a different Z
// FIXME: doesn't handle a door with the same X/Y
// coordinates but with a different Z
if(nodes[j].mX == pt.mX && nodes[j].mY == pt.mY)
{
nodes.erase(nodes.begin() + j);
@ -828,7 +828,7 @@ namespace MWMechanics
// ... pathgrids don't usually include water, so swimmers ignore them
if (mDistance && storage.mCanWanderAlongPathGrid && !actor.getClass().isPureWaterCreature(actor))
{
// get NPC's position in local (i.e. cell) co-ordinates
// get NPC's position in local (i.e. cell) coordinates
osg::Vec3f npcPos(mInitialActorPosition);
CoordinateConverter(cell).toLocal(npcPos);
@ -837,7 +837,7 @@ namespace MWMechanics
// mAllowedNodes for this actor with pathgrid point indexes based on mDistance
// and if the point is connected to the closest current point
// NOTE: mPoints and mAllowedNodes are in local co-ordinates
// NOTE: mPoints and mAllowedNodes are in local coordinates
int pointIndex = 0;
for(unsigned int counter = 0; counter < pathgrid->mPoints.size(); counter++)
{

@ -119,7 +119,7 @@ namespace MWMechanics
GroupIndex_MaxIdle = 9
};
/// convert point from local (i.e. cell) to world co-ordinates
/// convert point from local (i.e. cell) to world coordinates
void ToWorldCoordinates(ESM::Pathgrid::Point& point, const ESM::Cell * cell);
void SetCurrentNodeToClosestAllowedNode(osg::Vec3f npcPos, AiWanderStorage& storage);

@ -139,7 +139,7 @@ namespace MWMechanics
* NOTE: It may be desirable to simply go directly to the endPoint if for
* example there are no pathgrids in this cell.
*
* NOTE: startPoint & endPoint are in world co-ordinates
* NOTE: startPoint & endPoint are in world coordinates
*
* Updates mPath using aStarSearch() or ray test (if shortcut allowed).
* mPath consists of pathgrid points, except the last element which is
@ -148,7 +148,7 @@ namespace MWMechanics
* pathgrid point (e.g. wander) then it may be worth while to call
* pop_back() to remove the redundant entry.
*
* NOTE: co-ordinates must be converted prior to calling GetClosestPoint()
* NOTE: coordinates must be converted prior to calling GetClosestPoint()
*
* |
* | cell
@ -164,8 +164,8 @@ namespace MWMechanics
* +-----------------------------
*
* i = x value of cell itself (multiply by ESM::Land::REAL_SIZE to convert)
* j = @.x in local co-ordinates (i.e. within the cell)
* k = @.x in world co-ordinates
* j = @.x in local coordinates (i.e. within the cell)
* k = @.x in world coordinates
*/
void PathFinder::buildPath(const ESM::Pathgrid::Point &startPoint,
const ESM::Pathgrid::Point &endPoint,
@ -188,7 +188,7 @@ namespace MWMechanics
return;
}
// NOTE: GetClosestPoint expects local co-ordinates
// NOTE: GetClosestPoint expects local coordinates
CoordinateConverter converter(mCell->getCell());
// NOTE: It is possible that GetClosestPoint returns a pathgrind point index
@ -230,7 +230,7 @@ namespace MWMechanics
{
mPath = mCell->aStarSearch(startNode, endNode.first);
// convert supplied path to world co-ordinates
// convert supplied path to world coordinates
for (std::list<ESM::Pathgrid::Point>::iterator iter(mPath.begin()); iter != mPath.end(); ++iter)
{
converter.toWorld(*iter);

@ -84,7 +84,7 @@ namespace MWMechanics
/** Synchronize new path with old one to avoid visiting 1 waypoint 2 times
@note
BuildPath() takes closest PathGrid point to NPC as first point of path.
This is undesireable if NPC has just passed a Pathgrid point, as this
This is undesirable if NPC has just passed a Pathgrid point, as this
makes the 2nd point of the new path == the 1st point of old path.
Which results in NPC "running in a circle" back to the just passed waypoint.
*/
@ -122,11 +122,11 @@ namespace MWMechanics
return (MWMechanics::PathFinder::MakeOsgVec3(point) - pos).length2();
}
// Return the closest pathgrid point index from the specified position co
// -ordinates. NOTE: Does not check if there is a sensible way to get there
// Return the closest pathgrid point index from the specified position
// coordinates. NOTE: Does not check if there is a sensible way to get there
// (e.g. a cliff in front).
//
// NOTE: pos is expected to be in local co-ordinates, as is grid->mPoints
// NOTE: pos is expected to be in local coordinates, as is grid->mPoints
//
static int GetClosestPoint(const ESM::Pathgrid* grid, const osg::Vec3f& pos)
{

@ -225,7 +225,7 @@ namespace MWMechanics
* Should be possible to make this MT safe.
*
* Returns path which may be empty. path contains pathgrid points in local
* cell co-ordinates (indoors) or world co-ordinates (external).
* cell coordinates (indoors) or world coordinates (external).
*
* Input params:
* start, goal - pathgrid point indexes (for this cell)
@ -239,7 +239,7 @@ namespace MWMechanics
* TODO: An intersting exercise might be to cache the paths created for a
* start/goal pair. To cache the results the paths need to be in
* pathgrid points form (currently they are converted to world
* co-ordinates). Essentially trading speed w/ memory.
* coordinates). Essentially trading speed w/ memory.
*/
std::list<ESM::Pathgrid::Point> PathgridGraph::aStarSearch(const int start,
const int goal) const
@ -312,7 +312,7 @@ namespace MWMechanics
if(current != goal)
return path; // for some reason couldn't build a path
// reconstruct path to return, using local co-ordinates
// reconstruct path to return, using local coordinates
while(graphParent[current] != -1)
{
path.push_front(mPathgrid->mPoints[current]);

@ -30,7 +30,7 @@ namespace MWMechanics
// the input parameters are pathgrid point indexes
// the output list is in local (internal cells) or world (external
// cells) co-ordinates
// cells) coordinates
//
// NOTE: if start equals end an empty path is returned
std::list<ESM::Pathgrid::Point> aStarSearch(const int start,

@ -200,7 +200,7 @@ namespace MWPhysics
typedef std::map<MWWorld::Ptr, MWWorld::Ptr> CollisionMap;
CollisionMap mStandingCollisions;
// replaces all occurences of 'old' in the map by 'updated', no matter if its a key or value
// replaces all occurrences of 'old' in the map by 'updated', no matter if it's a key or value
void updateCollisionMapPtr(CollisionMap& map, const MWWorld::Ptr &old, const MWWorld::Ptr &updated);
PtrVelocityList mMovementQueue;

@ -211,7 +211,7 @@ namespace MWRender
osg::Vec3f mStormDirection;
// remember some settings so we don't have to apply them again if they didnt change
// remember some settings so we don't have to apply them again if they didn't change
std::string mClouds;
std::string mNextClouds;
float mCloudBlendFactor;

@ -11,7 +11,7 @@ namespace MWScript
enum Type
{
Type_Full, // global, local, targetted
Type_Full, // global, local, targeted
Type_Dialogue,
Type_Console
};

@ -188,13 +188,13 @@ clamp lighting = true
# If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
# (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
# If this option is disabled, normal maps are only used if they are explicitely listed within the mesh file (.nif or .osg file).
# If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file).
# Affects objects.
auto use object normal maps = false
# If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
# (see 'specular map pattern', e.g. for a base texture foo.dds, the specular map texture would have to be named foo_spec.dds).
# If this option is disabled, normal maps are only used if they are explicitely listed within the mesh file (.osg file, not supported in .nif files).
# If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.osg file, not supported in .nif files).
# Affects objects.
auto use object specular maps = false

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