From b624961589f4dbd49dc8d9bba7494825c490ac1d Mon Sep 17 00:00:00 2001 From: breki Date: Tue, 4 Aug 2026 14:59:44 +0000 Subject: [PATCH] fix typoes in turret set class --- trinity/Eve/Turret/EveTurretSet.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/trinity/Eve/Turret/EveTurretSet.cpp b/trinity/Eve/Turret/EveTurretSet.cpp index 87efc0812..151c7f0ff 100644 --- a/trinity/Eve/Turret/EveTurretSet.cpp +++ b/trinity/Eve/Turret/EveTurretSet.cpp @@ -67,9 +67,9 @@ bool IsUsingCMF( TriGeometryRes* geometryResource ) // -------------------------------------------------------------------------------- // Description: -// Initialize data members, set everything to inlavid/empty and call -// ::PrepareResouce(), which will create a vertex decleration and a -// special istance buffer for the instance rendering. Also load the +// Initialize data members, set everything to invalid/empty and call +// ::PrepareResource(), which will create a vertex declaration and a +// special instance buffer for the instance rendering. Also load the // shader for shadow generation // -------------------------------------------------------------------------------- EveTurretSet::EveTurretSet( IRoot* lockobj ) : @@ -1419,7 +1419,7 @@ void EveTurretSet::UpdateSingleTurrets() // First thing to do is to keep the world-matrices of all turrets up to date, // cause most likely the ship has moved. Then sample the granny animation // for each single turret of this set, cause they are animated independently. -// Just before collapsing the skeleton matrices, sneek in a bone modification +// Just before collapsing the skeleton matrices, sneak in a bone modification // for the auto tracking. // Also smoothly do some fading between states and tracking positions. // SeeAlso: @@ -1564,7 +1564,7 @@ void EveTurretSet::UpdateTurretTransforms( const Matrix* turretTransformMatrix ) // -------------------------------------------------------------------------------- Matrix EveTurretSet::GetFiringBoneWorldTransform( unsigned int muzzle ) const { - // there MUST be an avtive turret aka a "firing turret"! + // there MUST be an active turret aka a "firing turret"! unsigned int closestTurret = m_activeTurret; // so if we don't have one, calc one temporarily if( closestTurret == INVALID_TURRET_INDEX ) @@ -1735,7 +1735,7 @@ void EveTurretSet::ModifySystemBoneTransform( SystemBones bone, const Vector3* t case SYSBONE_ROTATION: case SYSBONE_ROTATION01: case SYSBONE_ROTATION02: { - // rotation of turret 360 degress, alpha is between -pi and pi + // rotation of turret 360 degrees, alpha is between -pi and pi float alpha = atan2( target->x, target->z ); // never forget do apply influence! alpha *= m_trackingInfluence; @@ -2918,7 +2918,7 @@ void EveTurretSet::EnterStateIdle() break; case STATE_TARGETING: case STATE_FIRING: - // stop shooting, fadout tracking, then into active loop + // stop shooting, fadeout tracking, then into active loop m_delayToFadeOutTracking = 0.0001f; m_activeTurret = INVALID_TURRET_INDEX; m_target->StopFireAtLocator(); @@ -3178,7 +3178,7 @@ void EveTurretSet::EnterStateReloading() switch( m_state ) { case STATE_DEACTIVE: - // ingnore this state change: when the turret is inactive, no reload state can be shown! + // ignore this state change: when the turret is inactive, no reload state can be shown! break; case STATE_INVALID: case STATE_IDLE: @@ -3191,7 +3191,7 @@ void EveTurretSet::EnterStateReloading() break; case STATE_TARGETING: case STATE_FIRING: - // stop shooting, fadout tracking, then into active loop + // stop shooting, fadeout tracking, then into active loop m_delayToFadeOutTracking = 0.0001f; m_activeTurret = INVALID_TURRET_INDEX; m_target->StopFireAtLocator();