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Fix spelling in comments

master
Anton Tarasenko 4 years ago
parent
commit
4b5885820f
  1. 10
      sources/FixProjectileFF/FixProjectileFF.uc
  2. 10
      sources/FixProjectileFF/MutatorListener_FixProjectileFF.uc

10
sources/FixProjectileFF/FixProjectileFF.uc

@ -46,7 +46,7 @@ class FixProjectileFF extends Feature
* enabled, it forces all the projectiles we are interested in to have * enabled, it forces all the projectiles we are interested in to have
* `bGameRelevant = false`. * `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 * 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 * new one (especially since we are disabling collisions for the old one), that
* deals damage. There are two cases to consider, depending on * 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 ability to affect client's code, which cannot be done in
* the server mode. * the server mode.
* 2. `bNetTemporary == true`: projectile version on client side is * 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 * 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 * be in the same place at the same rotation. We will also propagate
* various state-changing events such as exploding, disintegrating from * various state-changing events such as exploding, disintegrating from
@ -76,9 +76,9 @@ class FixProjectileFF extends Feature
var private config bool ignoreFriendlyFire; var private config bool ignoreFriendlyFire;
// Stores what pairs of projectile classes that describe what (vulnerable) // Stores what pairs of projectile classes that describe what (vulnerable)
// class must be repalced with what (protected class). It also remembers the // class must be replaced with what (protected class). It also remembers the
// previous state of `bGameRelevant` for replacable class to restore it in case // previous state of `bGameRelevant` for replaceable class to restore it in
// this feature is disabled. // case this feature is disabled.
struct ReplacementRule struct ReplacementRule
{ {
// `bGameRelevant` before this feature set it to `false` // `bGameRelevant` before this feature set it to `false`

10
sources/FixProjectileFF/MutatorListener_FixProjectileFF.uc

@ -61,14 +61,14 @@ static function ReplaceProjectileWith(
// new projectile. // new projectile.
// However `KFMod.HuskGun` is an exception that changes these values // However `KFMod.HuskGun` is an exception that changes these values
// depending of the charge, so we need to either consider this as a // 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. // chosen to do.
newProjectile.damage = oldProjectile.damage; newProjectile.damage = oldProjectile.damage;
oldProjectile.damage = 0; oldProjectile.damage = 0;
newProjectile.damageRadius = oldProjectile.damageRadius; newProjectile.damageRadius = oldProjectile.damageRadius;
oldProjectile.damageRadius = 0; oldProjectile.damageRadius = 0;
MoveImpactDamage(oldProjectile, newProjectile); 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 // former's movements as close as possible
SetupOldProjectileAsFace(oldProjectile, newProjectile); SetupOldProjectileAsFace(oldProjectile, newProjectile);
} }
@ -90,9 +90,9 @@ static function SetupOldProjectileAsFace(
// `TakeDamage()` calls from friendly fire. // `TakeDamage()` calls from friendly fire.
oldProjectile.SetCollision(false, false); oldProjectile.SetCollision(false, false);
// Prevent `oldProjectile` from dealing explosion damage in case something // Prevent `oldProjectile` from dealing explosion damage in case something
// still damages it // still damages and explodes it
oldProjectile.bHurtEntry = true; 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 // two projectile classes
newProjectileAsOrca = newProjectileAsOrca =
FixProjectileFFClass_SPGrenadeProjectile(newProjectile); 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 // and moving (or zeroing) it is cumbersome enough to warrant a separate method
static function MoveImpactDamage( static function MoveImpactDamage(
ROBallisticProjectile oldProjectile, ROBallisticProjectile oldProjectile,

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