Changed: #878 Fix typos in comments/code
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5 changed files with 13 additions and 12 deletions
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@ -150,7 +150,7 @@ double CAnimationMisc::getAnimationLength(UAnimationSet *animationSet, const std
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length = getAnimationLength(animationSet, idAnim);
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}
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// Return the lenght of the animation or 0 is any pb.
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// Return the length of the animation or 0 is any pb.
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return length;
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}// getAnimationLength //
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@ -179,7 +179,7 @@ double CAnimationMisc::getAnimationLength(UAnimationSet *animationSet, uint idAn
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}
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}
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// Return the lenght of the animation or 0 is any pb.
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// Return the length of the animation or 0 is any pb.
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return length;
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}// getAnimationLength //
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@ -1031,6 +1031,7 @@ bool CCharacterCL::isUnknownRace() const
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//-----------------------------------------------
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// getAttackHeight :
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// Return the atk height.
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// \todo GUIGUI : height relative to attacker instead of global height
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//-----------------------------------------------
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CCharacterCL::TAtkHeight CCharacterCL::getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const
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{
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@ -6420,23 +6421,23 @@ void CCharacterCL::updatePosCombatFloat(double /* frameTimeRemaining */, CEntity
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{
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dist2Dest(vectToDest.norm());
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// Compute the time to reach the destination at the max speed.
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double lenghtOfTimeToDest = 0.0; // 0 = No Speed Limit
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double lengthOfTimeToDest = 0.0; // 0 = No Speed Limit
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_FirstPos = _DestPos;
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_DestTime = _LastFrameTime + lenghtOfTimeToDest + ClientCfg.ChaseReactionTime;
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_DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime;
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_FirstTime = _DestTime;
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/*
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// The time remaining will be enough to reach the destination
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if(frameTimeRemaining >= lenghtOfTimeToDest)
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if(frameTimeRemaining >= lengthOfTimeToDest)
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{
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_FirstPos = _DestPos;
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_DestTime = _LastFrameTime + lenghtOfTimeToDest + ClientCfg.ChaseReactionTime;
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_DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime;
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_FirstTime = _DestTime;
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}
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// The time remaining is not enough to reach the destination at max speed -> compute a first pos possible to reach.
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else
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{
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_FirstPos = pos() + vectToDest*frameTimeRemaining/lenghtOfTimeToDest;
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_DestTime = _LastFrameTime + lenghtOfTimeToDest + ClientCfg.ChaseReactionTime;
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_FirstPos = pos() + vectToDest*frameTimeRemaining/lengthOfTimeToDest;
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_DestTime = _LastFrameTime + lengthOfTimeToDest + ClientCfg.ChaseReactionTime;
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_FirstTime = _LastFrameTime + frameTimeRemaining + ClientCfg.ChaseReactionTime;
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}
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*/
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@ -45,7 +45,7 @@ namespace NL3D
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/// Description of the hours for days / night
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struct CLightCycleDesc
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{
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float RealDayLength; // real lenght of the day, in seconds
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float RealDayLength; // real length of the day, in seconds
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float NumHours; // number of ryzom hours in a day
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float NightTransitionStartHour; // start of night transition
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float NightTransitionEndHour; // end of night transition
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@ -247,7 +247,7 @@ private:
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// NB : this vector nevers grows
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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
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float _SortDistance; // lenght of each distance interval, in meters
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float _SortDistance; // length of each distance interval, in meters
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uint _MaxNumberOfFXInstances; // max number of instances that can be 'alive' at a time
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//@}
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@ -653,14 +653,14 @@ void CWeatherManagerClient::updateThunder(uint64 day, float hour, const CWeather
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{
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// if too much time has ellapsed since the last thunder strike, disable it
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float timeEllapsedSinceStrike = diff(_ThunderStrikeDate, t1) * wc.WFP->MinThunderPeriod ;
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if (timeEllapsedSinceStrike >= wc.WFP->ThunderLenght)
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if (timeEllapsedSinceStrike >= wc.WFP->ThunderLength)
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{
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_ThunderStrike = false;
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_ThunderLevel = 0.f;
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}
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else
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{
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_ThunderLevel = wc.WFP->ThunderLenght != 0.f ? 1.f - (timeEllapsedSinceStrike / wc.WFP->ThunderLenght)
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_ThunderLevel = wc.WFP->ThunderLength != 0.f ? 1.f - (timeEllapsedSinceStrike / wc.WFP->ThunderLength)
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: 0.f;
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}
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}
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