Browse Source

fix a few comments. No code changes.

AlexVinS 11 years ago
parent
commit
8a3b997fa5

+ 1 - 1
client/CVideoHandler.cpp

@@ -139,7 +139,7 @@ bool CBIKHandler::open(std::string name)
         logGlobal->errorStream() << "BIK handler: failed to open " << name;
 		goto checkErrorAndClean;
 	}
-	//GCC wants scope of waveout to dont cross labels/swith/goto
+	//GCC wants scope of waveout to don`t cross labels/swith/goto
     {
 		void *waveout = GetProcAddress(dll,"_BinkOpenWaveOut@4");
 		if(waveout)

+ 1 - 1
client/GUIClasses.cpp

@@ -5761,7 +5761,7 @@ void CHillFortWindow::showAll (SDL_Surface *to)
 
 std::string CHillFortWindow::getTextForSlot(SlotID slot)
 {
-	if ( !hero->getCreature(slot) )//we dont have creature here
+	if ( !hero->getCreature(slot) )//we don`t have creature here
 		return "";
 
 	std::string str = CGI->generaltexth->allTexts[318];

+ 1 - 1
client/gui/CIntObjectClasses.h

@@ -342,7 +342,7 @@ protected:
 public:
 	EAlignment alignment;
 	EFonts font;
-	SDL_Color color; // default font color. Can be overriden by placing "{}" into the string
+	SDL_Color color; // default font color. Can be overridden by placing "{}" into the string
 };
 
 /// Label which shows text

+ 13 - 13
lib/HeroBonus.cpp

@@ -55,18 +55,18 @@ const std::map<std::string, ui16> bonusDurationMap = boost::assign::map_list_of
 const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect = boost::assign::map_list_of
 	BONUS_ITEM(NO_LIMIT)
 	BONUS_ITEM(ONLY_DISTANCE_FIGHT)
-	BONUS_ITEM(ONLY_MELEE_FIGHT)
-	BONUS_ITEM(ONLY_ENEMY_ARMY);
-
-const std::map<std::string, TLimiterPtr> bonusLimiterMap = boost::assign::map_list_of
-	("SHOOTER_ONLY", make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER))
-	("DRAGON_NATURE", make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE))
-	("IS_UNDEAD", make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD));
-
-const std::map<std::string, TPropagatorPtr> bonusPropagatorMap = boost::assign::map_list_of
-	("BATTLE_WIDE", make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE))
-	("VISITED_TOWN_AND_VISITOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR))
-	("PLAYER_PROPAGATOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER))
+	BONUS_ITEM(ONLY_MELEE_FIGHT)
+	BONUS_ITEM(ONLY_ENEMY_ARMY);
+
+const std::map<std::string, TLimiterPtr> bonusLimiterMap = boost::assign::map_list_of
+	("SHOOTER_ONLY", make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER))
+	("DRAGON_NATURE", make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE))
+	("IS_UNDEAD", make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD));
+
+const std::map<std::string, TPropagatorPtr> bonusPropagatorMap = boost::assign::map_list_of
+	("BATTLE_WIDE", make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE))
+	("VISITED_TOWN_AND_VISITOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR))
+	("PLAYER_PROPAGATOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER))
 	("HERO", make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO))
 	("TEAM_PROPAGATOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TEAM)) //untested
 	("GLOBAL_EFFECT", make_shared<CPropagatorNodeType>(CBonusSystemNode::GLOBAL_EFFECTS)); //untested
@@ -1363,7 +1363,7 @@ int CCreatureTypeLimiter::limit(const BonusLimitationContext &context) const
 	if(!c)
 		return true;
 	return c != creature   &&   (!includeUpgrades || !creature->isMyUpgrade(c));
-	//drop bonus if it's not our creature and (we dont check upgrades or its not our upgrade)
+	//drop bonus if it's not our creature and (we don`t check upgrades or its not our upgrade)
 }
 
 CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades /*= true*/)

+ 4 - 4
lib/NetPacksLib.cpp

@@ -412,20 +412,20 @@ void TryMoveHero::applyGs( CGameState *gs )
 		auto dir = getDir(start,end);
 		if(dir > 0  &&  dir <= 8)
 			h->moveDir = dir;
-		//else dont change movedir - hero might have traversed the subterranean gate, dorectopm shpuld be kept
+		//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
 	}
 
-	if(result == EMBARK) //hero enters boat at dest tile
+	if(result == EMBARK) //hero enters boat at destination tile
 	{
 		const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
-		assert(tt.visitableObjects.size() >= 1  &&  tt.visitableObjects.back()->ID == Obj::BOAT); //the only vis obj at dest is Boat
+		assert(tt.visitableObjects.size() >= 1  &&  tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
 		CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
 
 		gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
 		h->boat = boat;
 		boat->hero = h;
 	}
-	else if(result == DISEMBARK) //hero leaves boat to dest tile
+	else if(result == DISEMBARK) //hero leaves boat to destination tile
 	{
 		CGBoat *b = const_cast<CGBoat *>(h->boat);
 		b->direction = h->moveDir;

+ 1 - 1
lib/filesystem/AdapterLoaders.cpp

@@ -56,7 +56,7 @@ CFilesystemList::~CFilesystemList()
 
 std::unique_ptr<CInputStream> CFilesystemList::load(const ResourceID & resourceName) const
 {
-	// load resource from last loader that have it (last overriden version)
+	// load resource from last loader that have it (last overridden version)
 	for (auto & loader : boost::adaptors::reverse(loaders))
 	{
 		if (loader->existsResource(resourceName))