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Description: fix spelling error
Author: Lintian
Forwarded: TODO
--- a/Descent3/OsirisLoadandBind.cpp
+++ b/Descent3/OsirisLoadandBind.cpp
@@ -3318,7 +3318,7 @@
}
void Osiris_CloseOMMS(void) {
- LOG_DEBUG << "OSIRIS: Reseting OMMS memory";
+ LOG_DEBUG << "OSIRIS: Resetting OMMS memory";
tOMMSHashNode *curr = OMMS_Hash_node_root;
--- a/Descent3/Player.cpp
+++ b/Descent3/Player.cpp
@@ -3656,7 +3656,7 @@
int perm;
- LOG_DEBUG << "Reseting ship permissions";
+ LOG_DEBUG << "Resetting ship permissions";
if (set_default)
perm = Default_ship_permission;
--- a/Descent3/TelCom.cpp
+++ b/Descent3/TelCom.cpp
@@ -1972,7 +1972,7 @@
TelcomHiLites[monitor] = mem_rmalloc<int>(TelcomHiLiteCount[monitor]);
if (!TelcomHiLites[monitor]) {
- LOG_DEBUG.printf("Unable to allocate memory for hilights monitor=%d", monitor);
+ LOG_DEBUG.printf("Unable to allocate memory for HiLites monitor=%d", monitor);
TelcomHiLiteCount[monitor] = 0;
return;
}
--- a/model/polymodel.cpp
+++ b/model/polymodel.cpp
@@ -1661,7 +1661,7 @@
if (pm->n_attach == (num_normals = cf_ReadInt(infile)))
f_uvec = true;
else {
- LOG_WARNING << "Ingoring ATTACH normals - total number doesn't match number of attach points";
+ LOG_WARNING << "Ignoring ATTACH normals - total number doesn't match number of attach points";
// Int3();
DataError("Model <%s> specifies %d attach points but only contains %d attach normals\n", pm->name, pm->n_attach,
num_normals);
--- a/netgames/dmfc/dmfcpackets.cpp
+++ b/netgames/dmfc/dmfcpackets.cpp
@@ -526,7 +526,7 @@
if ((major != DMFC_VERSION_MAJOR) || (minor != DMFC_VERSION_MINOR)) {
char buffer[200];
- snprintf(buffer, sizeof(buffer), "Excpecting Version %d.%d, found %d.%d", major, minor, DMFC_VERSION_MAJOR,
+ snprintf(buffer, sizeof(buffer), "Expecting Version %d.%d, found %d.%d", major, minor, DMFC_VERSION_MAJOR,
DMFC_VERSION_MINOR);
FatalError(buffer);
}
--- a/scripts/Level6.cpp
+++ b/scripts/Level6.cpp
@@ -1283,7 +1283,7 @@
}
void PriestResetPuzzle(void) {
- mprintf(0, "Reseting Priest Key Puzzle\n");
+ mprintf(0, "Resetting Priest Key Puzzle\n");
if (Var_PriestPuzzleCompleted != 1.0f) {
Var_PriestPlayerCurrNode = 0;
Var_PriestPuzzleGoofed = 0;
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