Changed: #878 Fix typos in comments/code

This commit is contained in:
kervala 2011-03-09 13:28:01 +01:00
parent 30105c52ce
commit 030bdfd729
5 changed files with 13 additions and 12 deletions

View file

@ -150,7 +150,7 @@ double CAnimationMisc::getAnimationLength(UAnimationSet *animationSet, const std
length = getAnimationLength(animationSet, idAnim);
}
// Return the lenght of the animation or 0 is any pb.
// Return the length of the animation or 0 is any pb.
return length;
}// getAnimationLength //
@ -179,7 +179,7 @@ double CAnimationMisc::getAnimationLength(UAnimationSet *animationSet, uint idAn
}
}
// Return the lenght of the animation or 0 is any pb.
// Return the length of the animation or 0 is any pb.
return length;
}// getAnimationLength //

View file

@ -1031,6 +1031,7 @@ bool CCharacterCL::isUnknownRace() const
//-----------------------------------------------
// getAttackHeight :
// Return the atk height.
// \todo GUIGUI : height relative to attacker instead of global height
//-----------------------------------------------
CCharacterCL::TAtkHeight CCharacterCL::getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const
{
@ -6420,23 +6421,23 @@ void CCharacterCL::updatePosCombatFloat(double /* frameTimeRemaining */, CEntity
{
dist2Dest(vectToDest.norm());
// Compute the time to reach the destination at the max speed.
double lenghtOfTimeToDest = 0.0; // 0 = No Speed Limit
double lengthOfTimeToDest = 0.0; // 0 = No Speed Limit
_FirstPos = _DestPos;
_DestTime = _LastFrameTime + lenghtOfTimeToDest + ClientCfg.ChaseReactionTime;
_DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime;
_FirstTime = _DestTime;
/*
// The time remaining will be enough to reach the destination
if(frameTimeRemaining >= lenghtOfTimeToDest)
if(frameTimeRemaining >= lengthOfTimeToDest)
{
_FirstPos = _DestPos;
_DestTime = _LastFrameTime + lenghtOfTimeToDest + ClientCfg.ChaseReactionTime;
_DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime;
_FirstTime = _DestTime;
}
// The time remaining is not enough to reach the destination at max speed -> compute a first pos possible to reach.
else
{
_FirstPos = pos() + vectToDest*frameTimeRemaining/lenghtOfTimeToDest;
_DestTime = _LastFrameTime + lenghtOfTimeToDest + ClientCfg.ChaseReactionTime;
_FirstPos = pos() + vectToDest*frameTimeRemaining/lengthOfTimeToDest;
_DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime;
_FirstTime = _LastFrameTime + frameTimeRemaining + ClientCfg.ChaseReactionTime;
}
*/

View file

@ -45,7 +45,7 @@ namespace NL3D
/// Description of the hours for days / night
struct CLightCycleDesc
{
float RealDayLength; // real lenght of the day, in seconds
float RealDayLength; // real length of the day, in seconds
float NumHours; // number of ryzom hours in a day
float NightTransitionStartHour; // start of night transition
float NightTransitionEndHour; // end of night transition

View file

@ -247,7 +247,7 @@ private:
// NB : this vector nevers grows
bool _CandidateFXListTouched; // the list of candidate has been modified, so the manager should see which fxs should be instanciated, and which fxs should be removed
float _SortDistance; // lenght of each distance interval, in meters
float _SortDistance; // length of each distance interval, in meters
uint _MaxNumberOfFXInstances; // max number of instances that can be 'alive' at a time
//@}

View file

@ -653,14 +653,14 @@ void CWeatherManagerClient::updateThunder(uint64 day, float hour, const CWeather
{
// if too much time has ellapsed since the last thunder strike, disable it
float timeEllapsedSinceStrike = diff(_ThunderStrikeDate, t1) * wc.WFP->MinThunderPeriod ;
if (timeEllapsedSinceStrike >= wc.WFP->ThunderLenght)
if (timeEllapsedSinceStrike >= wc.WFP->ThunderLength)
{
_ThunderStrike = false;
_ThunderLevel = 0.f;
}
else
{
_ThunderLevel = wc.WFP->ThunderLenght != 0.f ? 1.f - (timeEllapsedSinceStrike / wc.WFP->ThunderLenght)
_ThunderLevel = wc.WFP->ThunderLength != 0.f ? 1.f - (timeEllapsedSinceStrike / wc.WFP->ThunderLength)
: 0.f;
}
}