fixed a spelling mistake

actorid
Marc Zinnschlag 13 years ago
parent 3c3fb8d706
commit c616d005e8

@ -121,7 +121,7 @@ namespace MWClass
return std::make_pair (slots, false);
}
int Armor::getEuqipmentSkill (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const
int Armor::getEquipmentSkill (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const
{
ESMS::LiveCellRef<ESM::Armor, MWWorld::RefData> *ref =
ptr.get<ESM::Armor>();
@ -169,7 +169,7 @@ namespace MWClass
std::string Armor::getUpSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const
{
int es = getEuqipmentSkill(ptr, environment);
int es = getEquipmentSkill(ptr, environment);
if (es == ESM::Skill::LightArmor)
return std::string("Item Armor Light Up");
else if (es == ESM::Skill::MediumArmor)
@ -180,7 +180,7 @@ namespace MWClass
std::string Armor::getDownSoundId (const MWWorld::Ptr& ptr, const MWWorld::Environment& environment) const
{
int es = getEuqipmentSkill(ptr, environment);
int es = getEquipmentSkill(ptr, environment);
if (es == ESM::Skill::LightArmor)
return std::string("Item Armor Light Down");
else if (es == ESM::Skill::MediumArmor)

@ -35,7 +35,7 @@ namespace MWClass
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getEuqipmentSkill (const MWWorld::Ptr& ptr,
virtual int getEquipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.

@ -111,7 +111,7 @@ namespace MWClass
return std::make_pair (slots, false);
}
int Clothing::getEuqipmentSkill (const MWWorld::Ptr& ptr,
int Clothing::getEquipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const
{
ESMS::LiveCellRef<ESM::Clothing, MWWorld::RefData> *ref =

@ -29,7 +29,7 @@ namespace MWClass
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getEuqipmentSkill (const MWWorld::Ptr& ptr,
virtual int getEquipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.

@ -108,7 +108,7 @@ namespace MWClass
return std::make_pair (slots, stack);
}
int Weapon::getEuqipmentSkill (const MWWorld::Ptr& ptr,
int Weapon::getEquipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const
{
ESMS::LiveCellRef<ESM::Weapon, MWWorld::RefData> *ref =

@ -35,7 +35,7 @@ namespace MWClass
///< \return first: Return IDs of the slot this object can be equipped in; second: can object
/// stay stacked when equipped?
virtual int getEuqipmentSkill (const MWWorld::Ptr& ptr,
virtual int getEquipmentSkill (const MWWorld::Ptr& ptr,
const MWWorld::Environment& environment) const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.

@ -132,7 +132,7 @@ namespace MWWorld
return std::make_pair (std::vector<int>(), false);
}
int Class::getEuqipmentSkill (const Ptr& ptr, const Environment& environment) const
int Class::getEquipmentSkill (const Ptr& ptr, const Environment& environment) const
{
return -1;
}

@ -149,7 +149,7 @@ namespace MWWorld
///
/// Default implementation: return (empty vector, false).
virtual int getEuqipmentSkill (const Ptr& ptr, const Environment& environment)
virtual int getEquipmentSkill (const Ptr& ptr, const Environment& environment)
const;
/// Return the index of the skill this item corresponds to when equiopped or -1, if there is
/// no such skill.

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