From 4b5885820f3d2377a7710b3b06d2b8a845ad3b8f Mon Sep 17 00:00:00 2001 From: Anton Tarasenko Date: Fri, 5 Mar 2021 03:29:47 +0700 Subject: [PATCH] Fix spelling in comments --- sources/FixProjectileFF/FixProjectileFF.uc | 10 +++++----- .../FixProjectileFF/MutatorListener_FixProjectileFF.uc | 10 +++++----- 2 files changed, 10 insertions(+), 10 deletions(-) diff --git a/sources/FixProjectileFF/FixProjectileFF.uc b/sources/FixProjectileFF/FixProjectileFF.uc index 6e964ea..78158e7 100644 --- a/sources/FixProjectileFF/FixProjectileFF.uc +++ b/sources/FixProjectileFF/FixProjectileFF.uc @@ -46,7 +46,7 @@ class FixProjectileFF extends Feature * enabled, it forces all the projectiles we are interested in to have * `bGameRelevant = false`. * - * Issue arises from the fact that these two projectiles can desyncronize: + * Issue arises from the fact that these two projectiles can desynchronize: * old projectile, that client sees, might not be in the same location as the * new one (especially since we are disabling collisions for the old one), that * deals damage. There are two cases to consider, depending on @@ -59,7 +59,7 @@ class FixProjectileFF extends Feature * the ability to affect client's code, which cannot be done in * the server mode. * 2. `bNetTemporary == true`: projectile version on client side is - * actually syncronized with the server-side's one. In this case we + * actually synchronized with the server-side's one. In this case we * will simply make new projectile to constantly force the old one to * be in the same place at the same rotation. We will also propagate * various state-changing events such as exploding, disintegrating from @@ -76,9 +76,9 @@ class FixProjectileFF extends Feature var private config bool ignoreFriendlyFire; // Stores what pairs of projectile classes that describe what (vulnerable) -// class must be repalced with what (protected class). It also remembers the -// previous state of `bGameRelevant` for replacable class to restore it in case -// this feature is disabled. +// class must be replaced with what (protected class). It also remembers the +// previous state of `bGameRelevant` for replaceable class to restore it in +// case this feature is disabled. struct ReplacementRule { // `bGameRelevant` before this feature set it to `false` diff --git a/sources/FixProjectileFF/MutatorListener_FixProjectileFF.uc b/sources/FixProjectileFF/MutatorListener_FixProjectileFF.uc index a36eca3..3f98d12 100644 --- a/sources/FixProjectileFF/MutatorListener_FixProjectileFF.uc +++ b/sources/FixProjectileFF/MutatorListener_FixProjectileFF.uc @@ -61,14 +61,14 @@ static function ReplaceProjectileWith( // new projectile. // However `KFMod.HuskGun` is an exception that changes these values // depending of the charge, so we need to either consider this as a - // special case or just move valkues all the time - which is what we have + // special case or just move values all the time - which is what we have // chosen to do. newProjectile.damage = oldProjectile.damage; oldProjectile.damage = 0; newProjectile.damageRadius = oldProjectile.damageRadius; oldProjectile.damageRadius = 0; MoveImpactDamage(oldProjectile, newProjectile); - // New projectile must govern all of the mechanics, so make the old mimick + // New projectile must govern all of the mechanics, so make the old mimic // former's movements as close as possible SetupOldProjectileAsFace(oldProjectile, newProjectile); } @@ -90,9 +90,9 @@ static function SetupOldProjectileAsFace( // `TakeDamage()` calls from friendly fire. oldProjectile.SetCollision(false, false); // Prevent `oldProjectile` from dealing explosion damage in case something - // still damages it + // still damages and explodes it oldProjectile.bHurtEntry = true; - // We can only make client-side projectile follow server-side one for + // We can only make client-side projectile follow new server-side one for // two projectile classes newProjectileAsOrca = FixProjectileFFClass_SPGrenadeProjectile(newProjectile); @@ -108,7 +108,7 @@ static function SetupOldProjectileAsFace( } } -// `impactDamage` is sepratly defined in 4 different base classes of interest +// `impactDamage` is separately defined in 4 different base classes of interest // and moving (or zeroing) it is cumbersome enough to warrant a separate method static function MoveImpactDamage( ROBallisticProjectile oldProjectile,