Merge pull request #1157 from lkrieg/spelling_fixes

Multiple spelling fixes
coverity_scan^2
scrawl 8 years ago committed by GitHub
commit e6332d7c12

@ -13,7 +13,7 @@ namespace ESM
namespace ESSImport
{
/// Local variable assigments for a running script
/// Local variable assignments for a running script
struct SCRI
{
std::string mScript;

@ -29,7 +29,7 @@ namespace CSMPrefs
enum SecondaryMode
{
SM_Replace, ///< The secondary signal replaces the regular signal when the modifier is active
SM_Detach, ///< The secondary signal is emitted independant of the regular signal, even if not active
SM_Detach, ///< The secondary signal is emitted independent of the regular signal, even if not active
SM_Ignore ///< The secondary signal will not ever be emitted
};

@ -659,7 +659,7 @@ void CSMTools::ReferenceableCheckStage::npcCheck (
{
if ((npc.mFlags & ESM::NPC::Autocalc) == 0) //0x0010 = autocalculated flag
{
messages.push_back (std::make_pair (id, npc.mId + " mNpdtType or flags mismatch!")); //should not happend?
messages.push_back (std::make_pair (id, npc.mId + " mNpdtType or flags mismatch!")); //should not happen?
return;
}
@ -915,7 +915,7 @@ void CSMTools::ReferenceableCheckStage::inventoryListCheck(
id + " contains non-existing item (" + itemName + ")"));
else
{
// Needs to accomodate Containers, Creatures, and NPCs
// Needs to accommodate containers, creatures, and NPCs
switch (localIndex.second)
{
case CSMWorld::UniversalId::Type_Potion:

@ -198,12 +198,12 @@ QModelIndex CSMWorld::IdTree::parent (const QModelIndex& index) const
return QModelIndex();
unsigned int id = index.internalId();
const std::pair<int, int>& adress(unfoldIndexAddress(id));
const std::pair<int, int>& address(unfoldIndexAddress(id));
if (adress.first >= this->rowCount() || adress.second >= this->columnCount())
if (address.first >= this->rowCount() || address.second >= this->columnCount())
throw "Parent index is not present in the model";
return createIndex(adress.first, adress.second);
return createIndex(address.first, address.second);
}
unsigned int CSMWorld::IdTree::foldIndexAddress (const QModelIndex& index) const

@ -50,7 +50,7 @@ namespace CSVRender
updateCellData(mData.getCells().getRecord(cellIndex));
}
// Keep water existance/height up to date
// Keep water existence/height up to date
QAbstractItemModel* cells = mData.getTableModel(CSMWorld::UniversalId::Type_Cells);
connect(cells, SIGNAL(dataChanged(const QModelIndex&, const QModelIndex&)),
this, SLOT(cellDataChanged(const QModelIndex&, const QModelIndex&)));

@ -516,7 +516,7 @@ void CSVRender::PagedWorldspaceWidget::useViewHint (const std::string& hint)
// Current coordinate
int x, y;
// Loop throught all the coordinates to add them to selection
// Loop through all the coordinates to add them to selection
while (stream >> ignore1 >> ignore2 >> x >> y)
selection.add (CSMWorld::CellCoordinates (x, y));

@ -214,7 +214,7 @@ SceneWidget::SceneWidget(boost::shared_ptr<Resource::ResourceSystem> resourceSys
SceneWidget::~SceneWidget()
{
// 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
// 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
mResourceSystem->getSceneManager()->releaseGLObjects(mView->getCamera()->getGraphicsContext()->getState());
}

@ -45,8 +45,8 @@ namespace CSVWorld
///< \note Non-existent cells are not listed.
QModelIndexList getSelectedCells (bool existent = true, bool nonExistent = false) const;
///< \param existant Include existant cells.
/// \param nonExistant Include non-existant cells.
///< \param existent Include existent cells.
/// \param nonExistent Include non-existent cells.
QModelIndexList getMissingRegionCells() const;
///< Unselected cells within all regions that have at least one selected cell.

@ -233,7 +233,7 @@ namespace MWBase
virtual void removeDialog(MWGui::Layout* dialog) = 0;
///Gracefully attempts to exit the topmost GUI mode
/** No guarentee of actually closing the window **/
/** No guarantee of actually closing the window **/
virtual void exitCurrentGuiMode() = 0;
virtual void messageBox (const std::string& message, enum MWGui::ShowInDialogueMode showInDialogueMode = MWGui::ShowInDialogueMode_IfPossible) = 0;

@ -174,7 +174,7 @@ namespace MWDialogue
executeScript (info->mResultScript);
mLastTopic = Misc::StringUtils::lowerCase(it->mId);
// update topics again to accomodate changes resulting from executeScript
// update topics again to accommodate changes resulting from executeScript
updateTopics();
return;

@ -152,7 +152,7 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
if (dist > 450)
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
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
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
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk
}

@ -236,7 +236,7 @@ namespace MWMechanics
: mWatchedTimeToStartDrowning(0), mWatchedStatsEmpty (true), mUpdatePlayer (true), mClassSelected (false),
mRaceSelected (false), mAI(true)
{
//buildPlayer no longer here, needs to be done explicitely after all subsystems are up and running
//buildPlayer no longer here, needs to be done explicitly after all subsystems are up and running
}
void MechanicsManager::add(const MWWorld::Ptr& ptr)

@ -19,7 +19,7 @@ namespace MWMechanics
bool proximityToDoor(const MWWorld::Ptr& actor,
float minSqr = MIN_DIST_TO_DOOR_SQUARED);
/// Returns door pointer within range. No guarentee is given as too which one
/// Returns door pointer within range. No guarantee is given as to which one
/** \return Pointer to the door, or NULL if none exists **/
MWWorld::Ptr getNearbyDoor(const MWWorld::Ptr& actor,
float minSqr = MIN_DIST_TO_DOOR_SQUARED);

@ -491,7 +491,7 @@ namespace MWMechanics
appliedLastingEffects.push_back(effect);
// For absorb effects, also apply the effect to the caster - but with a negative
// magnitude, since we're transfering stats from the target to the caster
// magnitude, since we're transferring stats from the target to the caster
if (!caster.isEmpty() && caster.getClass().isActor())
{
for (int i=0; i<5; ++i)

@ -302,7 +302,7 @@ protected:
/** Sets the root model of the object.
*
* Note that you must make sure all animation sources are cleared before reseting the object
* Note that you must make sure all animation sources are cleared before resetting the object
* root. All nodes previously retrieved with getNode will also become invalidated.
* @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.
* @param baseonly If true, then any meshes or particle systems in the model are ignored

@ -1069,7 +1069,7 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
mResult.mSunDiscColor = lerp(osg::Vec4f(1,1,1,1), current.mSunDiscSunsetColor, factor);
// The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because
// MW applied the color to the ambient term as well. After the ambient and emissive terms are added together, the fixed pipeline
// 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.
// 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.
// Unfortunately that means we can't use the INI color as is, have to replicate the above nonsense.
mResult.mSunDiscColor = mResult.mSunDiscColor + osg::componentMultiply(mResult.mSunDiscColor, mResult.mAmbientColor);
for (int i=0; i<3; ++i)

@ -198,8 +198,8 @@ bool Wizard::IniSettings::parseInx(const QString &path)
const QString section(array.left(index));
// Figure how many characters to read for the key
int lenght = array.indexOf("\x06", section.length() + 3) - (section.length() + 3);
const QString key(array.mid(section.length() + 3, lenght));
int length = array.indexOf("\x06", section.length() + 3) - (section.length() + 3);
const QString key(array.mid(section.length() + 3, length));
QString value(array.mid(section.length() + key.length() + 6));

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