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18 changes: 9 additions & 9 deletions trinity/Eve/Turret/EveTurretSet.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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
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// special instance buffer for the instance rendering. Also load the
// shader for shadow generation
// --------------------------------------------------------------------------------
EveTurretSet::EveTurretSet( IRoot* lockobj ) :
Expand Down Expand Up @@ -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:
Expand Down Expand Up @@ -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 )
Expand Down Expand Up @@ -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;
Expand Down Expand Up @@ -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();
Expand Down Expand Up @@ -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:
Expand All @@ -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();
Expand Down