Changed: #878 Fix typos in comments/code

This commit is contained in:
kervala 2010-11-12 14:26:38 +01:00
parent 78119c6a49
commit 6362857850
118 changed files with 154 additions and 156 deletions

View file

@ -201,7 +201,7 @@ public:
/** Setup a correction matrix for Lighting. Normals are multiplied with this matrix before lighting.
* This is important in Ryzom because models (and so Lods) are building with eye looking in Y<0.
* But they are animated with eye looking in X>0.
* The default setup is hence a matrix wich do a RotZ+=90.
* The default setup is hence a matrix which do a RotZ+=90.
* \see addRenderCharacterKey
*/
void setupNormalCorrectionMatrix(const CMatrix &normalMatrix);

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@ -459,7 +459,7 @@ public:
void enableAccurateIntegration(bool enable = true) { _AccurateIntegration = enable; }
bool isAccurateIntegrationEnabled(void) const { return _AccurateIntegration; }
/** the the time threshold and the max number of integration to perform, when accurate integration is activated.
/** the time threshold and the max number of integration to perform, when accurate integration is activated.
* The default is 0.15 for time threshold and 2 for max NbIntegrations
* \param canSlowDown : Allow the system to slow down in speed but to keep accuracy in its movement.
* It is useful for critical situations where the framerate is very low. The default is true.

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@ -1201,7 +1201,7 @@ private:
*/
CPatchDLMContext *_DLMContext;
/** The reference count for DLMContext. Each TileMaterial created add a reference. Each pointLight wich
/** The reference count for DLMContext. Each TileMaterial created add a reference. Each pointLight which
* touch the patch too.
*/
sint _DLMContextRefCount;

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@ -316,7 +316,7 @@ public:
/// Set the type of texture animation to use. None is the default. Setting a new value discard the previous change.
void setTexAnimType(TTexAnimType type);
/// Get the the type of texture animation
/// Get the type of texture animation
TTexAnimType getTexAnimType() const;
//@}

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@ -62,7 +62,7 @@ public:
TRibbonMode getRibbonMode() const { return _RibbonMode; }
void setInterpolationMode(TInterpolationMode mode);
TInterpolationMode getInterpolationMode() const { return _InterpolationMode; }
// Set the the coordinate system in which the trail will be created
// Set the coordinate system in which the trail will be created
void setMatrixMode(TMatrixMode matrixMode);
TMatrixMode getMatrixMode() const { return _MatrixMode; }
///@}
@ -79,7 +79,7 @@ public:
void setSegDuration(TAnimationTime ellapsedTime);
TAnimationTime getSegDuration(void) const { return _SegDuration; }
/** The the length in meter of the ribbon. This is used only if the ribbon mode is set to FixedSize.
/** The length in meter of the ribbon. This is used only if the ribbon mode is set to FixedSize.
* These kind of ribbon are usually slower than variable size ribbons.
* The default is one metter.
*/

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@ -93,7 +93,7 @@ public:
static void displayArrow(NL3D::IDriver *driver, const NLMISC::CVector &start, const NLMISC::CVector &v, float size, NLMISC::CRGBA col1, NLMISC::CRGBA col2);
/// display a string at the given world position. The The model matrix must be restored after this call
/// display a string at the given world position. The model matrix must be restored after this call
static void print(NL3D::IDriver *driver, const std::string &text, CFontGenerator &fg, CFontManager &fm, const NLMISC::CVector &pos, float size, NLMISC::CRGBA col = NLMISC::CRGBA::White);

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@ -288,7 +288,7 @@ private:// Classes.
bool BBoxNeverRescale;
CQuadNode *Sons[4];
CBaseNode RootNode; // First element of the element list in this quad.
uint ListIndex; // [0,3]. index of wich list to follow in "Node.QuadNexts[]".
uint ListIndex; // [0,3]. index of which list to follow in "Node.QuadNexts[]".
/* Topology of sons (top view: axe x/z):
0--1
| |

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@ -145,7 +145,7 @@ public:
*/
void detachSkeletonSon(CTransform *mi);
/** Force the skeletonModel to recompute at next render which skins to render, at wich pass.
/** Force the skeletonModel to recompute at next render which skins to render, at which pass.
* If you call setOpacity()/setTransparency() on one of the skins binded to the skeleton, you should call this
* method, else strange result may occurs.
* NB: this is automatically called by bindSkin()/detachSkeletonSon()

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@ -432,7 +432,7 @@ public:
* of this mesh that are bound to this bone
* NB: the instance must be skinned to the skeleton instance, BUT the result is not modified
* by current bone world matrix (eg: no current scale influence)
* \param boneId: the id of the skeleton's bone (wich the instance is skinned to)
* \param boneId: the id of the skeleton's bone (which the instance is skinned to)
* \param bbox: the bbox (in bone basis) filled if return is true
* \return false if no vertices are bound to
*/
@ -640,7 +640,7 @@ protected:
*/
virtual const std::vector<sint32> *getSkinBoneUsage() const {return NULL;}
/** Deriver must change this method if isSkinnable(). It return a list of sphere relative to each bone
* of the father skeleton. Use with getSkinBoneUsage() to know to wich bone this sphere apply
* of the father skeleton. Use with getSkinBoneUsage() to know to which bone this sphere apply
* NB: if a sphere radius is -1, it means that the bone is not used (for any reason...)
* default is to return NULL.
*/

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@ -278,7 +278,7 @@ public:
NLMISC::CVector BoundingBoxVectors[8];
};
// A hierachical heightfield
// A hierarchical heightfield
class CHeightField
{
public:

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@ -711,7 +711,7 @@ public:
// Remove an alias from the list of alias in use (dynamic part only)
void releaseAlias(IPrimitive *prim, uint32 dynamicAlias);
// Force the assignation of the specified alias the the primitive. If another primitive
// Force the assignation of the specified alias to the primitive. If another primitive
// already hold the alias, this other primitive is assigned a new alias.
void forceAlias(CPrimAlias *prim, uint32 alias);

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@ -177,7 +177,7 @@ void CArray2D<T>::getUpdateRects(sint moveOffsetX, sint moveOffsetY, std::vector
{
// the width to update
uint width = std::min((uint) moveOffsetX, _Width);
// the the grid moved top or bottom, exclude this part
// the grid moved top or bottom, exclude this part
sint height = _Height - abs(moveOffsetY);
if (height > 0)
{
@ -192,7 +192,7 @@ void CArray2D<T>::getUpdateRects(sint moveOffsetX, sint moveOffsetY, std::vector
{
// the width to update
uint width = std::min((uint) (- moveOffsetX), _Width);
// the the grid moved top or bottom.
// the grid moved top or bottom.
sint height = _Height - abs(moveOffsetY);
if (height > 0)
{

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@ -188,7 +188,7 @@ public:
std::string Name;
TVarType Type;
bool Root; // true if this var comes from the root document. false else.
bool Comp; // true if the the parser found a 'complex' var (ie an array)
bool Comp; // true if the parser found a 'complex' var (ie an array)
bool FromLocalFile; // Used during cfg parsing. True if the var has been created from the currently parsed cfg
std::vector<int> IntValues;
std::vector<double> RealValues;

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@ -301,7 +301,7 @@ void setCrashAlreadyReported(bool state);
* Example:
*\code
// Load a file and assert if the load failed. This example will work \b only in debug mode because in release mode,
// nlassert do nothing, the the load function will not be called...
// nlassert do nothing, the load function will not be called...
nlassert(load("test.tga"));
// If you want to do that anyway, you could call nlverify. In release mode, the assertion will not be tested but

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@ -45,7 +45,7 @@ public: // Attributes.
public: // Methods.
/// @name Object.
//@{
/// Constructor wich do nothing.
/// Constructor which do nothing.
CVector2f() {}
/// Constructor.
CVector2f(float _x, float _y) : x(_x), y(_y) {}

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@ -45,7 +45,7 @@ public:
~CSourceCommon();
/// Get the type the the source.
/// Get the type of the source.
virtual TSOURCE_TYPE getType() const = 0;
void setPriority( TSoundPriority pr);

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@ -1551,7 +1551,7 @@ bool CDriverD3D::setDisplay(nlWindow wnd, const GfxMode& mode, bool show, bool r
if (_DisableHardwarePixelShader && _NbNeLTextureStages > 3) // yes, 3 is not a bug
{
// If pixel shader are disabled, then can't emulate the texEnvColor feature with more than 2 stages. (only 2 constant available by using material emissive in addition to the the texture factor)
// If pixel shader are disabled, then can't emulate the texEnvColor feature with more than 2 stages. (only 2 constant available by using material emissive in addition to the texture factor)
// Radeon with 3 stages cases : let the third stage to ensure availability of the EMBM feature
// There is a special fix in CMaterial::isSupportedByDriver to force the number of stages to 2 for the radeons
_NbNeLTextureStages = 2;

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@ -751,7 +751,7 @@ bool CDriverGL::setDisplay(nlWindow wnd, const GfxMode &mode, bool show, bool re
_WindowHeight = height;
/* The next step is to create a device context for the newly created pbuffer. To do this,
call the the function: */
call to the function: */
_hDC = nwglGetPbufferDCARB( _PBuffer );
if (_hDC == NULL)
{

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@ -3312,7 +3312,7 @@ void CMeshMRMGeom::updateRawSkinNormal(bool enabled, CMeshMRMInstance *mi, sint
skinLod.Geomorphs.resize( numGeoms );
for(i=0;i<numGeoms;i++)
{
// NB: don't add "numGeoms" to the index because RawSkin look in a TempArray in RAM, wich start at 0...
// NB: don't add "numGeoms" to the index because RawSkin look in a TempArray in RAM, which start at 0...
skinLod.Geomorphs[i].Start= vertexRemap[lod.Geomorphs[i].Start];
skinLod.Geomorphs[i].End= vertexRemap[lod.Geomorphs[i].End];
}

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@ -1850,7 +1850,7 @@ void CMeshMRMSkinnedGeom::updateRawSkinNormal(bool enabled, CMeshMRMSkinnedInst
skinLod.Geomorphs.resize( numGeoms );
for(i=0;i<numGeoms;i++)
{
// NB: don't add "numGeoms" to the index because RawSkin look in a TempArray in RAM, wich start at 0...
// NB: don't add "numGeoms" to the index because RawSkin look in a TempArray in RAM, which start at 0...
skinLod.Geomorphs[i].Start= vertexRemap[lod.Geomorphs[i].Start];
skinLod.Geomorphs[i].End= vertexRemap[lod.Geomorphs[i].End];
}

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@ -535,7 +535,7 @@ void CShadowMapManager::renderProject(CScene *scene)
driver->setupFog(driver->getFogStart(), driver->getFogEnd(), CRGBA::Black);
/* Light case: CVisualCollisionManager use a fakeLight to avoid ShadowMapping on backFaces of meshs
Hence must clean all lights, and enalbe only the Light0 in driver
Hence must clean all lights, and enable only the Light0 in driver
*/
// Use CRenderTrav::resetLightSetup() to do so, to reset its Cache information
scene->getRenderTrav().resetLightSetup();

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@ -677,7 +677,7 @@ void CShapeBank::removeShapeCache(const std::string &shapeCacheName)
void CShapeBank::reset()
{
// Parse la map ShapeCacheNameToShapeCache pour supprimer tout les caches
// Parse map ShapeCacheNameToShapeCache to delete all caches
TShapeCacheMap::iterator scmIt = ShapeCacheNameToShapeCache.begin();
while( scmIt != ShapeCacheNameToShapeCache.end() )
{

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@ -217,7 +217,7 @@ void CTextureFont::doGenerate(bool async)
sint x = ite->left();
sint y = ite->bottom();
// Look in wich category is the rectangle
// Look in which category is the rectangle
sint cat = 0;
sint catTopY = 0;
sint catBotY = NbLine[cat] * Categories[cat];

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@ -180,7 +180,7 @@ public:
* \param config is the current lingo config file
* \param errors is an error handler filled with error code and message if the method return false.
*
* \return true if check success false if problem detected. Errors are reported in the the error[0].
* \return true if check success false if problem detected. Errors are reported in the error[0].
*/
bool check (const CZoneTemplate &zoneTemplate, uint transitionNumber, const CLigoConfig &config, CLigoError &errors) const;

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@ -279,14 +279,14 @@ void CLogicStateMachine::modifyVariable( string varName, string modifOperator, s
if( f.isReading() )
{
// set the the logic state machine addr in each state
// set the logic state machine addr in each state
map<string,CLogicState>::iterator itStates;
for( itStates = _States.begin(); itStates != _States.end(); ++itStates )
{
(*itStates).second.setLogicStateMachine( this );
}
// set the the logic state machine addr in each conditions
// set the logic state machine addr in each conditions
map<string,CLogicCondition>::iterator itCond;
for( itCond = _Conditions.begin(); itCond != _Conditions.end(); ++itCond )
{

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@ -172,7 +172,7 @@ namespace NLMISC
* safe to use with NeL DLL.
* For windows platform, this singleton also hold the
* fiber pointer of the current thread. This is needed because
* of the bad design the the fiber API before Windows XP.
* of the bad design of the fiber API before Windows XP.
*/
class CCurrentCoTask
{

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@ -1608,7 +1608,7 @@ namespace NLNET
pluggedModule->getModuleName().c_str(),
pluggedModule->getModuleId());
// A module has just been plugged here, we need to disclose it the the
// A module has just been plugged here, we need to disclose it to the
// other module, and disclose other module to it.
// create a proxy for this module

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@ -457,7 +457,7 @@ namespace NLNET
TRouteMap::iterator it(_Routes.find(sid));
if (it == _Routes.end())
{
nlwarning("onRemoveTransport : can't find a route the the transport %hu on service %u",
nlwarning("onRemoveTransport : can't find a route to the transport %hu on service %u",
desc.TransportId,
sid.get());
return;

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@ -380,7 +380,7 @@ namespace NLNET
void onModulePlugged(IModule *pluggedModule)
{
// A module has just been plugged here, we need to disclose it the the
// A module has just been plugged here, we need to disclose it to the
// other module, and disclose other module to it.
// create a proxy for this module

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@ -64,7 +64,7 @@ public:
};
/**
* The global position in the the global retriever.
* The global position in the global retriever.
* Contains an instance id and a local position within the instance.
* \author Benjamin Legros
* \author Nevrax France

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@ -217,7 +217,7 @@ public:
* instances have been built.
*/
void initEdgeQuad(CGlobalRetriever &gr);
/// link the edge quad of the interior with the the landscape instances
/// link the edge quad of the interior with the landscape instances
void linkEdgeQuad(CGlobalRetriever &gr);
/// Builds the instance.

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@ -71,7 +71,7 @@ private:
{
// Pos/Normal
CPixelInfo P;
// From wich texture (materialId) does this sample come from?
// From which texture (materialId) does this sample come from?
uint MaterialId;
// The UV of this sample
NLMISC::CUV UV;

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@ -106,7 +106,7 @@ public:
*/
void enableMemoryScheme(bool enabled = true) { _DisableMemoryScheme = !enabled; }
/** tells wether memory schemes are enables
/** tells whether memory schemes are enables
* \see enableMemoryScheme()
*/
bool isMemorySchemeEnabled() const { return !_DisableMemoryScheme; }
@ -177,14 +177,14 @@ protected:
virtual CEditAttribDlg *createConstantValueDlg() = 0;
// tells wether the scheme supports custom input
// tells whether the scheme supports custom input
virtual bool hasSchemeCustomInput(void) const = 0;
// retrieve the scheme input id
virtual NL3D::CPSInputType getSchemeInput(void) const = 0;
// set the scheme input id
virtual void setSchemeInput(const NL3D::CPSInputType &input) = 0;
// tells wether the scheme input value is clamped or not
// tells whether the scheme input value is clamped or not
virtual bool isSchemeClamped(void) const = 0;
// clamp / unclamp the scheme
virtual void clampScheme(bool clamped = true) = 0;

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@ -46,7 +46,7 @@ public:
// get the upper bound
T getUpperBound(void) const { return _UpperBound; }
// test wether the upper bound is excluded of the test
// test whether the upper bound is excluded of the test
bool isUpperBoundExcluded(void) const
{
return _UpperBoundExcluded;
@ -68,7 +68,7 @@ public:
// get the lower bound
T getLowerBound(void) const { return _LowerBound; }
// test wether the lower bound is excluded of the test
// test whether the lower bound is excluded of the test
bool isLowerBoundExcluded(void) const
{
return _LowerBoundExcluded;

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@ -104,7 +104,7 @@ protected:
void set(const uint32 &v)
{
// if the max new size is lower than the current number of instance, we must suppress item
// in the the CParticleTreeCtrl
// in the CParticleTreeCtrl
if (v < Located->getSize())
{

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@ -59,7 +59,7 @@ public:
// Init the UI
virtual bool initUI (HWND parent=NULL) = 0;
// Test wether an instance of the viewer is running
// Test whether an instance of the viewer is running
virtual bool isInstanceRunning() = 0;
// Go. It shouldn't be called if there's an instance of the viewer that is running.

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@ -426,7 +426,7 @@ void CParticleTreeCtrl::OnRButtonDown(UINT nFlags, CPoint point)
{
_LastClickedPS->setCurrentEditedElement(NULL);
}
// test wether there is an item under that point
// test whether there is an item under that point
UINT flags;
HTREEITEM item = this->HitTest(point, &flags);
if (item)

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@ -201,9 +201,9 @@ public:
* All nodes are in the 'unloaded" state, so it is to the caller to load them by calling load() on their node
*/
void load() throw(NLMISC::EStream);
// Test wether the structure of the workspace has been modified (does not test if ps inside the workspace have been modified)
// Test whether the structure of the workspace has been modified (does not test if ps inside the workspace have been modified)
bool isModified() const { return _Modified; }
// Test wether the content of the workspace has ben modified
// Test whether the content of the workspace has ben modified
bool isContentModified() const;
void touch() { setModifiedFlag(true); }
void clearModifiedFlag() { setModifiedFlag(false); }

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@ -56,7 +56,7 @@ void CVegetableListBox::OnRButtonDown(UINT nFlags, CPoint point)
CMenu* subMenu;
menu.LoadMenu(IDR_VEGETABLE_MENU);
// test wether there is an item under that point
// test whether there is an item under that point
BOOL bout;
uint item = this->ItemFromPoint(point, bout);
if (!bout)

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@ -241,7 +241,7 @@ void CLocatedPage::updateTriggerOnDeath(void)
void CLocatedPage::CMaxNbParticlesWrapper::set(const uint32 &v)
{
// if the max new size is lower than the current number of instance, we must suppress item
// in the the CParticleTreeCtrl
// in the CParticleTreeCtrl
if (v < Located->getSize())
{
nlassert(Node);

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@ -252,10 +252,10 @@ public:
/// All nodes are in the 'unloaded" state, so it is to the caller to load them by calling load() on their node
void load() throw(NLMISC::EStream);
/// Test wether the structure of the workspace has been modified (does not test if ps inside the workspace have been modified)
/// Test whether the structure of the workspace has been modified (does not test if ps inside the workspace have been modified)
bool isModified() const { return _Modified; }
/// Test wether the content of the workspace has ben modified
/// Test whether the content of the workspace has ben modified
bool isContentModified() const;
void touch() { setModifiedFlag(true); }
void clearModifiedFlag() { setModifiedFlag(false); }

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@ -109,7 +109,7 @@ static CZone *LoadZone(uint16 xPos, uint16 yPos, std::string zoneExt)
}
//===========================================================================================================================
/** Test wether 2 vertices could be welded
/** Test whether 2 vertices could be welded
*/
static inline bool CanWeld(const CVector &v1, const CVector &v2, float weldThreshold)
{
@ -242,7 +242,7 @@ static uint CheckZone(std::string middleZoneFile, float weldThreshold, float mid
}
////////////////////////////////////////////////
// check wether each patch is correctly bound //
// check whether each patch is correctly bound //
////////////////////////////////////////////////
for (l = 0; l < zoneInfos[0].Patchs.size(); ++l)

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@ -151,7 +151,7 @@ void bind_1_4 (std::vector<CPatchInfo> &zoneInfos, uint patch, uint edge, uint p
// ***************************************************************************
/** Test wether 2 vertices could be welded */
/** Test whether 2 vertices could be welded */
static inline bool CanWeld(const CVector &v1, const CVector &v2, float weldThreshold)
{
@ -306,7 +306,7 @@ void CleanZone ( std::vector<CPatchInfo> &zoneInfos, uint zoneId, const CAABBoxE
}
////////////////////////////////////////////////
// check wether each patch is correctly bound //
// check whether each patch is correctly bound //
////////////////////////////////////////////////
uint pass = 0;
while (1)

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@ -142,7 +142,7 @@ bool getPatchAndEdge(const std::vector<CPatchInfo>& patchs,
if(patchs[ptch].BaseVertices[i] == baseVertex1)
{
#if WELD_LOG
fprintf(fdbg,"patch %d contient bv %d : %d %d %d %d\n",
fprintf(fdbg,"patch %d continent bv %d : %d %d %d %d\n",
ptch,
baseVertex1,
patchs[ptch].BaseVertices[0],

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@ -31,7 +31,7 @@ extern CEventsListener EventsListener;
// GLOBAL //
////////////
// Hierachical timer
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Actions_Context_Mngr_Update )
static bool getParam (CBaseAction::CParameter::TType type, ucstring &paramName, ucstring &paramValue, const std::string &argu, uint paramId);

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@ -41,9 +41,9 @@ public:
const CCreatureAttackSheet *Sheet;
// anim fx set for attack part
CAnimationFXSet AttackFXSet;
// anim fx set for custom projectile part (wether custom projectile is used is told in 'Sheet');
// anim fx set for custom projectile part (whether custom projectile is used is told in 'Sheet');
CAnimationFXSet ProjectileFXSet;
// anim fx set for custom impact part (wether custom impact is used is told in 'Sheet');
// anim fx set for custom impact part (whether custom impact is used is told in 'Sheet');
CAnimationFXSet ImpactFXSet;
public:
// ctor

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@ -5493,7 +5493,7 @@ void CCharacterCL::updateStages()
if(it->second.isPresent(PROPERTY_POSITION))
{
somePosFoundEarly= true;
// then it's cool we can set the new accurate interval to the prec stage wich has a pos
// then it's cool we can set the new accurate interval to the prec stage which has a pos
if(itPosPrec!=_Stages._StageSet.end())
{
uint dgc= it->first - itPosPrec->first;
@ -5713,7 +5713,7 @@ void CCharacterCL::updateStages()
float maxSpeed= (float)getMaxSpeed();
if(maxSpeed>0)
{
// compute at wich time the first move should begin so it doesn't have to accelerate
// compute at which time the first move should begin so it doesn't have to accelerate
_RunStartTimeNoPop= fpTime - d2fp/maxSpeed;
}
}

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@ -1,4 +1,3 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
@ -114,9 +113,9 @@ void quitCrashReport ()
#ifndef NL_OS_WINDOWS
static void sigHandler(int Sig)
{
// redirect the signal for the next time
signal(Sig, sigHandler);
nlwarning("Ignoring signal SIGPIPE");
// redirect the signal for the next time
signal(Sig, sigHandler);
nlwarning("Ignoring signal SIGPIPE");
}
#endif

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@ -1561,7 +1561,7 @@ public:
static volatile bool isMainlandCharacter = false; // TMP until we can get this info
if (isMainlandCharacter)
{
nlassert(0); // utiliser id="message_box" !!!
nlassert(0); // use id="message_box" !!!
if (AvailablePatchs != 0)
{
im->messageBoxWithHelp(CI18N::get("uiBGD_MainlandCharFullPatchNeeded"), "ui:outgame");

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@ -242,7 +242,7 @@ public:
/// This will remove extra rsc used by the continent (fog maps ..)
void unselect();
/** Test wether the next call to updateStreamable will be blocking.
/** Test whether the next call to updateStreamable will be blocking.
* This happen for example when the player is too near of a village and when asynchronous loading is not sufficient.
* \param pos player position
*/

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@ -246,7 +246,7 @@ void CContinentManager::load ()
//-----------------------------------------------
// select :
// Select continent from a name.
// \param const string &name : name of the contient to select.
// \param const string &name : name of the continent to select.
//-----------------------------------------------
void CContinentManager::select(const string &name, const CVectorD &pos, NLMISC::IProgressCallback &progress)
{

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@ -42,7 +42,7 @@ using namespace std;
// GLOBAL //
////////////
// Hierachical timer
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Update_Demo )
///////////////

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@ -61,7 +61,7 @@ extern NL3D::UScene * Scene;
// GLOBAL //
////////////
// Hierachical timer
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Entity_Animation_Mngr )
////////////////////

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@ -3231,11 +3231,11 @@ void CEntityCL::updateCastShadowMap()
void CEntityCL::updateShadowMapProperties()
{
/*
Choose the z clamp direction wether or not the player is on "interior" stuff.
Choose the z clamp direction whether or not the player is on "interior" stuff.
In "interior" stuff, the ZClamp direction is lesser, to avoid some problems of
"cast shadow behind the walls"
Also choose the MaxDepth of shadow map wether or not the player is on "interior" stuff.
Also choose the MaxDepth of shadow map whether or not the player is on "interior" stuff.
In "interior" stuff, the MaxDepth is lesser to, to avoid some problems with the "bud":
when the player go up stairs and when in the "bud", the shadow still appears on landscape
*/

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@ -521,7 +521,7 @@ public:
static CGatewayFEClientTransport *getCurrentTransport()
{
#if defined(RZ_CLIENT_DRONE)
// the current transport is set the the current context of the client drone
// the current transport is set to the current context of the client drone
if (CSimulatedClient::currentContext() == NULL)
return NULL;
if (CSimulatedClient::currentContext()->getGatewayTransport() == NULL)

View file

@ -50,7 +50,7 @@ public:
*/
sint getHairItemId(EGSPD::CPeople::TPeople people, uint index) const;
// Tells wether this id in the sheet manager is the id of a hair item
// Tells whether this id in the sheet manager is the id of a hair item
bool isHairItemId(uint id) const;
// Gives the people for this hair id in the sheet manager, or unknown if not found

View file

@ -281,7 +281,7 @@ CInterfaceGroup *CInterfaceHelp::activateNextWindow(CDBCtrlSheet *elt, sint forc
// if an active window is not in KeepMode, get it.
for(i=0;i<_ActiveWindows.size();i++)
{
// must also test forceKeep for special Action Help wich open Brick Help
// must also test forceKeep for special Action Help which open Brick Help
if(!_InfoWindows[_ActiveWindows[i]].KeepMode && forceKeepWindow!=(sint)_ActiveWindows[i])
{
newIndexWindow= _ActiveWindows[i];

View file

@ -30,7 +30,7 @@ class CSheetHelpSetup
public:
CInterfaceGroup *HelpWindow;
CDBCtrlSheet *SrcSheet; // the sheet for which info should be displayed (outside of the help window)
CDBCtrlSheet *DestSheet; // copy of the the sheet for which info are asked (this sheet is in the help window, the source sheet is copied in it)
CDBCtrlSheet *DestSheet; // copy of the sheet for which info are asked (this sheet is in the help window, the source sheet is copied in it)
std::string ViewText; // id of the text inside the help window that receive infos about the sheet
std::string ViewTextID; // id of the text_id inside the help window that receive infos about the sheet (for dynamic infos -> missions)
std::string ScrollTextGroup; // name of the group that contains the description text

View file

@ -689,7 +689,7 @@ void CActionPhraseFaber::startMpSelection(uint itemReqLine, uint mpSlot)
}
}
// Filter the selection wether it is an itemPart or specificItem reqiurement
// Filter the selection whether it is an itemPart or specificItem reqiurement
if(mpBuild.RequirementType==CMPBuild::ItemPartReq)
{
CItemSheet *itemBuilt= dynamic_cast<CItemSheet*>(SheetMngr.get(_ExecuteFromItemPlanBrick->FaberPlan.ItemBuilt));

View file

@ -48,7 +48,7 @@ public:
void setMissionClientType(MISSION_DESC::TClientMissionType mType) {_MType= mType;}
private:
// an observer to update big mission list from littles pages in serveur database
// an observer to update big mission list from littles pages in server database
CHugeListObs _MissionPagesObs;
CDBCtrlSheet *_CurrSel;
MISSION_DESC::TClientMissionType _MType;

View file

@ -69,7 +69,7 @@ public:
bool isListeningPeopleList(CPeopleList *pl) const;
//@}
// For ChatGroup, usefull to know for wich chat it is destinated
// For ChatGroup, usefull to know for which chat it is destinated
CChatGroup::TGroupType FilterType;
// If FilterType==CChatGroup::dyn_chat, gives the index of dynchat
uint32 DynamicChatDbIndex;

View file

@ -585,7 +585,7 @@ protected:
IActionHandler *_AHOnBeginMove;
CStringShared _AHOnBeginMoveParams;
// action handler to test wether the windows can be deactivated (when the close button is pressed)
// action handler to test whether the windows can be deactivated (when the close button is pressed)
IActionHandler *_AHOnDeactiveCheck;
CStringShared _AHOnDeactiveCheckParams;

View file

@ -907,7 +907,7 @@ class CAHGuildSheetMenuOpen : public IActionHandler
return;
}
// *** Check with the grade of the local player wich types of actions we can do on the player selected
// *** Check with the grade of the local player which types of actions we can do on the player selected
// enable or disable menu entries
if (pGM->isProxy())

View file

@ -49,7 +49,7 @@ using namespace NLMISC;
extern CActionsManager Actions;
extern CActionsManager EditActions;
// Hierachical timer
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Pump_Events )
CInputHandlerManager* CInputHandlerManager::_Instance = NULL;

View file

@ -469,7 +469,7 @@ public:
/** This is called before the config loading begins. This is the place to restore default state for config info.
*/
virtual void onLoadConfig() {}
/** Tells wether that element wants to save info in a config stream. If this returns true, then serialConfig
/** Tells whether that element wants to save info in a config stream. If this returns true, then serialConfig
* is called.
*/
virtual bool wantSerialConfig() const { return false; }

View file

@ -444,7 +444,7 @@ public:
/**
* add an observer to a database entry
* \param observer : pointer on the observer
* \param id : the thext id of the element to observe
* \param id : the text id of the element to observe
* \return true if success
*/
bool addDBObserver (ICDBNode::IPropertyObserver* observer, ICDBNode::CTextId id);
@ -452,7 +452,7 @@ public:
/**
* add an observer to a database entry
* \param observer : pointer on the observer
* \param id : the thext id of the element to observe
* \param id : the text id of the element to observe
* \return true if success
*/
bool addDBObserver (ICDBNode::IPropertyObserver* observer, const std::string& id)

View file

@ -2678,7 +2678,7 @@ int CLuaIHM::runExprAndPushResult(CLuaState &ls, const std::string &expr)
case CInterfaceExprValue::String:
{
ucstring ucstr= value.getUCString();
// Yoyo: dynamically decide wether must return a string or a ucstring
// Yoyo: dynamically decide whether must return a string or a ucstring
bool mustUseUCString= false;
for (uint i = 0; i < ucstr.size (); i++)
{

View file

@ -104,7 +104,7 @@ public:
// Clean local db if botchat que the botchat session id
void start();
// Check wether download has finished
// Check whether download has finished
bool isDownloadComplete() const { return _DownloadComplete; }
uint16 getSessionID () { nlassert((uint) _Category < ListTypeCount); return _CurrentSessionNb; }

View file

@ -41,7 +41,7 @@ bool CSkillValue::andWith(const CSkillValue &sv)
// else if the skills are one same branch
else if(pSM->areSkillOnSameBranch(Skill, sv.Skill))
{
// The skillvalue are compatible if the the ancestor skill has a lesser value than the son
// The skillvalue are compatible if the ancestor skill has a lesser value than the son
if(pSM->isSkillAncestor(Skill, sv.Skill))
{
if(Value<=sv.Value)
@ -80,7 +80,7 @@ bool CSkillValue::orWith(const CSkillValue &sv)
// else if the skills are one same branch
else if(pSM->areSkillOnSameBranch(Skill, sv.Skill))
{
// The skillvalue are compatible if the the ancestor skill has a lesser value than the son
// The skillvalue are compatible if the ancestor skill has a lesser value than the son
if(pSM->isSkillAncestor(Skill, sv.Skill))
{
if(Value<=sv.Value)

View file

@ -1723,7 +1723,7 @@ sint CSPhraseManager::getPhraseSuccessRate(TSuccessTable st, const CSPhraseCom &
CSBrickSheet *rootBrick= pBM->getBrick(phrase.Bricks[0]);
if(rootBrick && rootBrick->isCombat())
{
// this to avoid problem with the default attack wich has a 0 cost...
// this to avoid problem with the default attack which has a 0 cost...
costSum= max(costSum, getRightHandEffectiveLevel());
}

View file

@ -622,7 +622,7 @@ SPropVisualB buildPropVisualB(const CGenderInfo &genderInfo)
//-----------------------------------------------
// isUserColorSupported :
// Test wether user color is supported for this equipment
// Test whether user color is supported for this equipment
//-----------------------------------------------
bool isUserColorSupported(const CPlayerSheet::CEquipment &equip)
{
@ -639,7 +639,7 @@ bool isUserColorSupported(const CPlayerSheet::CEquipment &equip)
//-----------------------------------------------
// isUserColorSupported :
// Test wether user color is supported for a given visual slot
// Test whether user color is supported for a given visual slot
//-----------------------------------------------
bool isUserColorSupported(const CPlayerSheet &playerSheet, SLOTTYPE::EVisualSlot vs)
{
@ -807,14 +807,14 @@ void getSeedsFromDB(CSeeds &dest)
{
CInterfaceManager *im =CInterfaceManager::getInstance();
nlctassert(sizeof(CSeeds::TUInt) == 4); // excpect that the number of each seed type is encoded on 32 bits
// if this assert at compile, change the following code
// if this assert at compile, change the following code
string ls = im->getDefine("money_1");
string ms = im->getDefine("money_2");
string bs = im->getDefine("money_3");
string vbs = im->getDefine("money_4");
dest = CSeeds(im->getDbProp(ls)->getValue32(),
im->getDbProp(ms)->getValue32(),
im->getDbProp(ms)->getValue32(),
im->getDbProp(bs)->getValue32(),
im->getDbProp(vbs)->getValue32());
} // getSeedsFromDB //
@ -1434,7 +1434,6 @@ void makeInstanceTransparent(UInstance &inst, uint8 opacity, bool disableZWrite)
}
matInst.setAlphaTestThreshold(matShape.getAlphaTestThreshold()*((float)opacity)/255.0f);
}
}

View file

@ -135,7 +135,7 @@ sint getColorIndex(const CGenderInfo &genderInfo, SLOTTYPE::EVisualSlot slot);
SPropVisualA buildPropVisualA(const CGenderInfo &genderInfo);
SPropVisualB buildPropVisualB(const CGenderInfo &genderInfo);
// Test wether user color is supported for a given visual slot
// Test whether user color is supported for a given visual slot
bool isUserColorSupported(const CPlayerSheet &playerSheet, SLOTTYPE::EVisualSlot vs);
SPropVisualA buildPropVisualA(const CPlayerSheet &playerSheet);
SPropVisualB buildPropVisualB(const CPlayerSheet &playerSheet);

View file

@ -59,7 +59,7 @@ extern CEventsListener EventsListener; // Inputs Manager
// User Controls (mouse, keyboard, interfaces, ...)
CUserControls UserControls;
// Hierachical timer
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_User_Controls_Update )

View file

@ -120,7 +120,7 @@ bool serverReceivedReady = false;
static const std::string PLAYER_EXCHANGE_INVITATION_DIALOG = "ui:interface:accept_trade_invitation";
// Hierachical timer
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Net_Mngr_Update )
////////////

View file

@ -68,7 +68,7 @@ namespace CLFECOMMON
class CActionGenericMultiPart;
}
// Hierachical timer
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Network_Connection_Set_Reference_Position )
//#define MEASURE_FE_SENDING

View file

@ -689,7 +689,7 @@ void CPlayerCL::computeAnimSet()
//-----------------------------------------------
// updateVisualPropertyVpa :
// Update the Visual Property A.
// \todo GUIGUI : utiliser l'enum gender.
// \todo GUIGUI : use gender enum
//-----------------------------------------------
void CPlayerCL::updateVisualPropertyVpa(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
{

View file

@ -425,7 +425,7 @@ void CPlayerR2CL::equip(SLOTTYPE::EVisualSlot slot, uint index, uint color)
//-----------------------------------------------
// updateVisualPropertyVpa :
// Update the Visual Property A.
// \todo GUIGUI : utiliser l'enum gender.
// \todo GUIGUI : use gender enum.
//-----------------------------------------------
void CPlayerR2CL::updateVisualPropertyVpa(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
{

View file

@ -492,7 +492,7 @@ void CPrecipitationClipGrid::updateGrid(const NLMISC::CVector &/* userPos */, NL
{
// the width to update
uint width = std::min((uint) offsetX, _Size + 1);
// the the grid moved top or bottom, exclude this part
// the grid moved top or bottom, exclude this part
sint height = _Size + 1 - abs(offsetY);
if (height > 0)
{
@ -504,7 +504,7 @@ void CPrecipitationClipGrid::updateGrid(const NLMISC::CVector &/* userPos */, NL
{
// the width to update
uint width = std::min((uint) (- offsetX), _Size + 1);
// the the grid moved top or bottom, exclude
// the grid moved top or bottom, exclude
sint height = _Size + 1 - abs(offsetY);
if (height > 0)
{

View file

@ -139,7 +139,7 @@ void CArray2D<T>::getUpdateRects(sint moveOffsetX, sint moveOffsetY, std::vector
{
// the width to update
uint width = std::min((uint) moveOffsetX, _Width);
// the the grid moved top or bottom, exclude this part
// the grid moved top or bottom, exclude this part
sint height = _Height - abs(moveOffsetY);
if (height > 0)
{
@ -155,7 +155,7 @@ void CArray2D<T>::getUpdateRects(sint moveOffsetX, sint moveOffsetY, std::vector
{
// the width to update
uint width = std::min((uint) (- moveOffsetX), _Width);
// the the grid moved top or bottom.
// the grid moved top or bottom.
sint height = _Height - abs(moveOffsetY);
if (height > 0)
{

View file

@ -101,7 +101,7 @@ public:
*/
void setContextualVisibilityActive(bool active);
bool getContextualVisibilityActive() const { return _ContextualVisibilityActive; }
/** If contextual is enabled, tells wether this object is visible with current context
/** If contextual is enabled, tells whether this object is visible with current context
* Actually when one entity uses that road / region
*/
bool isContextuallyVisible();

View file

@ -260,7 +260,7 @@ Update the dm commands that are enable on the current target.
Tbe bitfield returned let us know if the selected target is a botobject, if it is grouped, if we can incarnate him and so.
- dssTarget: without parameter ask the server to update the list of command that are enable on the selected target
- onProcessModuleMessage with "NPC_APROP" message: return a bitfield that let know animation property of the selected entity
- CDynamicMapClient::onNpcAnimationTargeted: translate the bitfield given by the "NPC_APROP" message to known wich are the allowed action
- CDynamicMapClient::onNpcAnimationTargeted: translate the bitfield given by the "NPC_APROP" message to known which are the allowed action
- r2:updateAnimBarActions: called by CDynamicMapClient::onNpcAnimationTargeted, update the anim bar that contains action that can be done on the selecte npc
The DM can push button on the anim bar to do some DM functions like kill an npc, kill a group, despawn, heal, control, speak as
@ -635,7 +635,7 @@ public:
//// Test Mode to edition mode
/////////////////////////////////////////////////////
//! Ask the the stop of the Animation / Test. Send a message to AIS to unload data.
//! Ask the stop of the Animation / Test. Send a message to AIS to unload data.
void requestStopTest();
/*! Ask the connection to an edition session.

View file

@ -722,7 +722,7 @@ private:
bool _WaitScenarioScreenActive; // the 'wait scenario' screen is being displayed
bool _EditionModeDisconnectedFlag;
CObject *_NewScenario; // new scenario that will be updated just after the wait screen is over
uint32 _NewScenarioInitialAct;// the start at wich the user start an edition session (can be ~= from 1 after a test session)
uint32 _NewScenarioInitialAct;// the start at which the user start an edition session (can be ~= from 1 after a test session)
bool _PostponeScenarioUpdated;
// Contextual selection

View file

@ -298,7 +298,7 @@ void CToolDrawPrim::doUpdateBeforeRender()
nlassert(0);
break;
}
// If there are at least 3 vertices and the primitive is a region, then see wether mouse
// If there are at least 3 vertices and the primitive is a region, then see whether mouse
// is near the first vertex -> in this case, propose to the user to close the primitive
// If landscape is intersected too, then the vertex must be nearer then the first vertex
if (_PrimType == Region && _NumPoints >= 3)

View file

@ -184,7 +184,7 @@ CStage *CStageSet::addStage(NLMISC::TGameCycle gameCycle, uint property, sint64
// New Stage and before the first one.
if(gameCycle < gcFirst) // Could be egal if we do not replace the property in the case the property already exist too.
{
// Game Cycle to early -> put the property in the first one instead (but do not replace the the property in the first 1 if already exist).
// Game Cycle to early -> put the property in the first one instead (but do not replace the property in the first 1 if already exist).
it = _StageSet.begin();
replace = false;
}

View file

@ -28,7 +28,7 @@
*/
struct IStreamableEntity : public NLMISC::CRefCount
{
/** Given a pos, test wether the entity needs to be loaded now.
/** Given a pos, test whether the entity needs to be loaded now.
* It it returns false, it means that the entity is too far or that asynchronous loading suffice.
* It it returns true, the next call to update will return only when the loading is completed.
*/
@ -74,7 +74,7 @@ public:
//\name From IStreamableEntity
//@{
/** Given a pos, test wether the entity needs to be loaded now.
/** Given a pos, test whether the entity needs to be loaded now.
* It it returns false, it means that the entity is too far or that asynchronous loading suffice.
* It it returns true, the next call to update will return only when the loading is completed.
*/

View file

@ -43,7 +43,7 @@ public:
IStreamableEntity *getEntity(uint index) const { return _Entities[index]; }
//\name from IStreamableEntity
//@{
/** Given a pos, test wether one entity needs to be loaded now.
/** Given a pos, test whether one entity needs to be loaded now.
* It it returns true, the next call to update will return only when the loading of an entity is completed.
*/
virtual bool needCompleteLoading(const NLMISC::CVector &pos) const;

View file

@ -68,7 +68,7 @@ NLMISC::TGameCycle LastGameCycle = 0;
CRyzomTime RT;
CClientDate SmoothedClientDate;
// Hierachical timer
// Hierarchical timer
H_AUTO_DECL ( RZ_Client_Update_Time )

View file

@ -709,7 +709,7 @@ private:
/// For executeCombatWithPhrase
CLFECOMMON::TCLEntityId _LastExecuteCombatSlot;
/// R2: to know in wich mode is the current entity (affect camera view and run speed)
/// R2: to know in which mode is the current entity (affect camera view and run speed)
R2::TCharMode _R2CharMode;
/// snapshot of a CItemImage

View file

@ -71,7 +71,7 @@ public:
//\name From IStreamableEntity
//@{
/** Given a pos, test wether the village needs to be loaded now.
/** Given a pos, test whether the village needs to be loaded now.
* It it returns false, it means that the village is too far or that asynchronous loading suffice.
* It it returns true, the next call to update will return only when the loading is completed.
*/

View file

@ -142,7 +142,7 @@ private:
private:
// Use the curr weather state to update the thunder.
void updateThunder(uint64 day, float hour, const CWeatherContext &wc, bool manual = false, float manualWeatherValue = 0.f, EGSPD::CSeason::TSeason manualSeason = EGSPD::CSeason::Spring);
// The the thunder intensity at the given day and hour (value of the 'ThunderIntensity' field in the weather setups)
// The thunder intensity at the given day and hour (value of the 'ThunderIntensity' field in the weather setups)
float getThunderIntensity(uint64 day, float hour, const CWeatherContext &wc);
// Compute the minimum threshold that must be reached to create a thunder strike
float getThunderThreshold(uint64 thunderCycle, const CWeatherContext &wc);

View file

@ -477,11 +477,11 @@ namespace CHARSYNC
class TCharInfo
{
protected:
// The entity id the the character
// The entity id of the character
NLMISC::CEntityId _CharEId;
// The name of the character
std::string _CharName;
// The session id the the character home mainland
// The session id of the character home mainland
uint32 _HomeSessionId;
// The best combat level of the character
sint32 _BestCombatLevel;
@ -498,7 +498,7 @@ namespace CHARSYNC
//
bool _Newcomer;
public:
// The entity id the the character
// The entity id of the character
const NLMISC::CEntityId &getCharEId() const
{
return _CharEId;
@ -538,7 +538,7 @@ namespace CHARSYNC
}
// The session id the the character home mainland
// The session id of the character home mainland
uint32 getHomeSessionId() const
{
return _HomeSessionId;
@ -693,12 +693,12 @@ namespace CHARSYNC
class TCharBestLevelInfo
{
protected:
// The entity id the the character
// The entity id of the character
NLMISC::CEntityId _CharEId;
// The best combat level of the character
sint32 _BestCombatLevel;
public:
// The entity id the the character
// The entity id of the character
const NLMISC::CEntityId &getCharEId() const
{
return _CharEId;

View file

@ -634,7 +634,7 @@ int rz_des_setkey(register const char *key) {
/*
* Encrypt (or decrypt if num_iter < 0) the 8 chars at "in" with abs(num_iter)
* iterations of DES, using the the given 24-bit salt and the pre-computed key
* iterations of DES, using the given 24-bit salt and the pre-computed key
* schedule, and store the resulting 8 chars at "out" (in == out is permitted).
*
* NOTE: the performance of this routine is critically dependent on your

View file

@ -16,7 +16,7 @@
/**
This file contains a system for loading and saving persistent data in a robust manor
The system is hierachical and all data elements are tagged.
The system is hierarchical and all data elements are tagged.
The system supports saving to text files and to binary files

View file

@ -992,7 +992,7 @@ namespace R2
_ModuleProxy->sendModuleMessage(sender, __message);
}
}
// Update the the ring access of a scenario.
// Update the ring access of a scenario.
void CShareServerEditionItfProxy::onScenarioRingAccessUpdated(NLNET::IModule *sender, bool ok, const std::string &ringAccess, const std::string &errMsg)
{
if (_LocalModuleSkel && _LocalModule->isImmediateDispatchingSupported())

View file

@ -859,7 +859,7 @@ namespace R2
virtual void tpToEntryPoint(NLNET::IModuleProxy *sender, uint32 actIndex) =0;
// Set the starting act of the scenario
virtual void setStartingAct(NLNET::IModuleProxy *sender, uint32 actIndex) =0;
// Update the the ring access of a scenario.
// Update the ring access of a scenario.
virtual void onScenarioRingAccessUpdated(NLNET::IModuleProxy *sender, bool ok, const std::string &ringAccess, const std::string &errMsg) =0;
// a message to validate a file waiting to be saved
virtual void saveScenarioFile(NLNET::IModuleProxy *sender, const std::string &md5, const R2::TScenarioHeaderSerializer &header) =0;
@ -959,7 +959,7 @@ namespace R2
void tpToEntryPoint(NLNET::IModule *sender, uint32 actIndex);
// Set the starting act of the scenario
void setStartingAct(NLNET::IModule *sender, uint32 actIndex);
// Update the the ring access of a scenario.
// Update the ring access of a scenario.
void onScenarioRingAccessUpdated(NLNET::IModule *sender, bool ok, const std::string &ringAccess, const std::string &errMsg);
// a message to validate a file waiting to be saved
void saveScenarioFile(NLNET::IModule *sender, const std::string &md5, const R2::TScenarioHeaderSerializer &header);

View file

@ -290,7 +290,7 @@ namespace RM_FABER_STAT_TYPE
return CI18N::get("mpstat" + NLMISC::toString((uint)stats));
}
// Array saying for wich item part built, what stat is usefull
// Array saying for which item part built, what stat is usefull
class CItemPartToStat
{
public:

View file

@ -375,7 +375,7 @@ public:
// weather value can come from the scenario description, or may have been changed by an animator
uint8 CurrSeason; // current season or ~0 for no season set yet
bool StartingAct; // 1 if a player/ia has schedule a startAct
uint32 InitialAct; //act at wich begin the scenario (1) for animation currentAct for test
uint32 InitialAct; //act at which begin the scenario (1) for animation currentAct for test
uint32 ScenarioScore;
NLMISC::TTime ScenarioTime;

View file

@ -499,7 +499,7 @@ namespace R2
// implementation of kick ( send a warning message to client to disconnect himself otherwise he will be kicked 30 seconds later)
bool kickPioneerImpl(TSessionId sessionId, TCharId charId, std::string& outMsg);
bool unkickPioneerImpl(TSessionId sessionId, TCharId charId, std::string& outMsg);
// implementaion of teleport (teleport a character to another character if they are in the same session (current wether is correctly set)
// implementaion of teleport (teleport a character to another character if they are in the same session (current whether is correctly set)
bool teleportOneCharacterToAnotherImpl(TSessionId sessionId, TCharId source, TCharId target, std::string& outMsg);
// hibernate a session (save to files)
bool hibernateSessionImpl(TSessionId sessionId, std::string& msg);

View file

@ -165,7 +165,7 @@ namespace STRING_MANAGER
/*
* Generic method used to send localised texts to clients ( wether they are ingame or in the character creation process )
* Generic method used to send localised texts to clients ( whether they are ingame or in the character creation process )
* this method is inline and declared there so that it cannot be accessed from elsewhere.
* Use sendStringToClient or sendStringToUser
*/

View file

@ -37,7 +37,7 @@ class CWeatherFunctionSheetBase;
/** A weather function is a set of weather setup. Depending on the weather function, it blends between 2 setups to get the current state of the weather
* It should be initialized after all wether setup have been loaded, because it builds references on the weather setups.
* It should be initialized after all whether setup have been loaded, because it builds references on the weather setups.
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2002

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