forked from mirror/openmw-tes3mp
Fixed multiple spelling mistakes
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8bdd5d1131
commit
c7b4b2cdd7
17 changed files with 22 additions and 22 deletions
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@ -13,7 +13,7 @@ namespace ESM
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namespace ESSImport
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{
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/// Local variable assigments for a running script
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/// Local variable assignments for a running script
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struct SCRI
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{
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std::string mScript;
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@ -29,7 +29,7 @@ namespace CSMPrefs
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enum SecondaryMode
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{
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SM_Replace, ///< The secondary signal replaces the regular signal when the modifier is active
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SM_Detach, ///< The secondary signal is emitted independant of the regular signal, even if not active
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SM_Detach, ///< The secondary signal is emitted independent of the regular signal, even if not active
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SM_Ignore ///< The secondary signal will not ever be emitted
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};
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@ -659,7 +659,7 @@ void CSMTools::ReferenceableCheckStage::npcCheck (
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{
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if ((npc.mFlags & ESM::NPC::Autocalc) == 0) //0x0010 = autocalculated flag
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{
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messages.push_back (std::make_pair (id, npc.mId + " mNpdtType or flags mismatch!")); //should not happend?
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messages.push_back (std::make_pair (id, npc.mId + " mNpdtType or flags mismatch!")); //should not happen?
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return;
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}
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@ -915,7 +915,7 @@ void CSMTools::ReferenceableCheckStage::inventoryListCheck(
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id + " contains non-existing item (" + itemName + ")"));
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else
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{
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// Needs to accomodate Containers, Creatures, and NPCs
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// Needs to accommodate containers, creatures, and NPCs
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switch (localIndex.second)
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{
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case CSMWorld::UniversalId::Type_Potion:
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@ -198,12 +198,12 @@ QModelIndex CSMWorld::IdTree::parent (const QModelIndex& index) const
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return QModelIndex();
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unsigned int id = index.internalId();
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const std::pair<int, int>& adress(unfoldIndexAddress(id));
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const std::pair<int, int>& address(unfoldIndexAddress(id));
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if (adress.first >= this->rowCount() || adress.second >= this->columnCount())
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if (address.first >= this->rowCount() || address.second >= this->columnCount())
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throw "Parent index is not present in the model";
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return createIndex(adress.first, adress.second);
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return createIndex(address.first, address.second);
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}
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unsigned int CSMWorld::IdTree::foldIndexAddress (const QModelIndex& index) const
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@ -50,7 +50,7 @@ namespace CSVRender
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updateCellData(mData.getCells().getRecord(cellIndex));
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}
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// Keep water existance/height up to date
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// Keep water existence/height up to date
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QAbstractItemModel* cells = mData.getTableModel(CSMWorld::UniversalId::Type_Cells);
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connect(cells, SIGNAL(dataChanged(const QModelIndex&, const QModelIndex&)),
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this, SLOT(cellDataChanged(const QModelIndex&, const QModelIndex&)));
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@ -516,7 +516,7 @@ void CSVRender::PagedWorldspaceWidget::useViewHint (const std::string& hint)
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// Current coordinate
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int x, y;
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// Loop throught all the coordinates to add them to selection
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// Loop through all the coordinates to add them to selection
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while (stream >> ignore1 >> ignore2 >> x >> y)
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selection.add (CSMWorld::CellCoordinates (x, y));
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@ -214,7 +214,7 @@ SceneWidget::SceneWidget(boost::shared_ptr<Resource::ResourceSystem> resourceSys
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SceneWidget::~SceneWidget()
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{
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// Since we're holding on to the scene templates past the existance of this graphics context, we'll need to manually release the created objects
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// Since we're holding on to the scene templates past the existence of this graphics context, we'll need to manually release the created objects
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mResourceSystem->getSceneManager()->releaseGLObjects(mView->getCamera()->getGraphicsContext()->getState());
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}
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@ -45,8 +45,8 @@ namespace CSVWorld
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///< \note Non-existent cells are not listed.
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QModelIndexList getSelectedCells (bool existent = true, bool nonExistent = false) const;
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///< \param existant Include existant cells.
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/// \param nonExistant Include non-existant cells.
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///< \param existent Include existent cells.
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/// \param nonExistent Include non-existent cells.
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QModelIndexList getMissingRegionCells() const;
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///< Unselected cells within all regions that have at least one selected cell.
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@ -233,7 +233,7 @@ namespace MWBase
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virtual void removeDialog(MWGui::Layout* dialog) = 0;
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///Gracefully attempts to exit the topmost GUI mode
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/** No guarentee of actually closing the window **/
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/** No guarantee of actually closing the window **/
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virtual void exitCurrentGuiMode() = 0;
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virtual void messageBox (const std::string& message, enum MWGui::ShowInDialogueMode showInDialogueMode = MWGui::ShowInDialogueMode_IfPossible) = 0;
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@ -174,7 +174,7 @@ namespace MWDialogue
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executeScript (info->mResultScript);
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mLastTopic = Misc::StringUtils::lowerCase(it->mId);
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// update topics again to accomodate changes resulting from executeScript
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// update topics again to accommodate changes resulting from executeScript
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updateTopics();
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return;
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@ -152,7 +152,7 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
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if (dist > 450)
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
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else if (dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold
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else if (dist < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshold
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
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}
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@ -236,7 +236,7 @@ namespace MWMechanics
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: mWatchedTimeToStartDrowning(0), mWatchedStatsEmpty (true), mUpdatePlayer (true), mClassSelected (false),
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mRaceSelected (false), mAI(true)
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{
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//buildPlayer no longer here, needs to be done explicitely after all subsystems are up and running
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//buildPlayer no longer here, needs to be done explicitly after all subsystems are up and running
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}
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void MechanicsManager::add(const MWWorld::Ptr& ptr)
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@ -19,7 +19,7 @@ namespace MWMechanics
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bool proximityToDoor(const MWWorld::Ptr& actor,
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float minSqr = MIN_DIST_TO_DOOR_SQUARED);
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/// Returns door pointer within range. No guarentee is given as too which one
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/// Returns door pointer within range. No guarantee is given as to which one
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/** \return Pointer to the door, or NULL if none exists **/
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MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor,
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float minSqr = MIN_DIST_TO_DOOR_SQUARED);
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@ -491,7 +491,7 @@ namespace MWMechanics
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appliedLastingEffects.push_back(effect);
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// For absorb effects, also apply the effect to the caster - but with a negative
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// magnitude, since we're transfering stats from the target to the caster
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// magnitude, since we're transferring stats from the target to the caster
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if (!caster.isEmpty() && caster.getClass().isActor())
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{
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for (int i=0; i<5; ++i)
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@ -302,7 +302,7 @@ protected:
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/** Sets the root model of the object.
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*
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* Note that you must make sure all animation sources are cleared before reseting the object
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* Note that you must make sure all animation sources are cleared before resetting the object
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* root. All nodes previously retrieved with getNode will also become invalidated.
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* @param forceskeleton Wrap the object root in a Skeleton, even if it contains no skinned parts. Use this if you intend to add skinned parts manually.
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* @param baseonly If true, then any meshes or particle systems in the model are ignored
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@ -1069,7 +1069,7 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
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mResult.mSunDiscColor = lerp(osg::Vec4f(1,1,1,1), current.mSunDiscSunsetColor, factor);
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// The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because
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// MW applied the color to the ambient term as well. After the ambient and emissive terms are added together, the fixed pipeline
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// would then clamp the total lighting to (1,1,1). A noticable change in color tone can be observed when only one of the color components gets clamped.
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// would then clamp the total lighting to (1,1,1). A noticeable change in color tone can be observed when only one of the color components gets clamped.
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// Unfortunately that means we can't use the INI color as is, have to replicate the above nonsense.
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mResult.mSunDiscColor = mResult.mSunDiscColor + osg::componentMultiply(mResult.mSunDiscColor, mResult.mAmbientColor);
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for (int i=0; i<3; ++i)
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@ -198,8 +198,8 @@ bool Wizard::IniSettings::parseInx(const QString &path)
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const QString section(array.left(index));
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// Figure how many characters to read for the key
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int lenght = array.indexOf("\x06", section.length() + 3) - (section.length() + 3);
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const QString key(array.mid(section.length() + 3, lenght));
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int length = array.indexOf("\x06", section.length() + 3) - (section.length() + 3);
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const QString key(array.mid(section.length() + 3, length));
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QString value(array.mid(section.length() + key.length() + 6));
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