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fix a few comments. No code changes.
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@ -139,7 +139,7 @@ bool CBIKHandler::open(std::string name)
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logGlobal->errorStream() << "BIK handler: failed to open " << name;
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goto checkErrorAndClean;
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}
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//GCC wants scope of waveout to dont cross labels/swith/goto
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//GCC wants scope of waveout to don`t cross labels/swith/goto
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{
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void *waveout = GetProcAddress(dll,"_BinkOpenWaveOut@4");
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if(waveout)
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@ -5761,7 +5761,7 @@ void CHillFortWindow::showAll (SDL_Surface *to)
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std::string CHillFortWindow::getTextForSlot(SlotID slot)
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{
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if ( !hero->getCreature(slot) )//we dont have creature here
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if ( !hero->getCreature(slot) )//we don`t have creature here
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return "";
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std::string str = CGI->generaltexth->allTexts[318];
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@ -342,7 +342,7 @@ protected:
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public:
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EAlignment alignment;
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EFonts font;
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SDL_Color color; // default font color. Can be overriden by placing "{}" into the string
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SDL_Color color; // default font color. Can be overridden by placing "{}" into the string
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};
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/// Label which shows text
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@ -55,18 +55,18 @@ const std::map<std::string, ui16> bonusDurationMap = boost::assign::map_list_of
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const std::map<std::string, Bonus::LimitEffect> bonusLimitEffect = boost::assign::map_list_of
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BONUS_ITEM(NO_LIMIT)
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BONUS_ITEM(ONLY_DISTANCE_FIGHT)
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BONUS_ITEM(ONLY_MELEE_FIGHT)
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BONUS_ITEM(ONLY_ENEMY_ARMY);
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const std::map<std::string, TLimiterPtr> bonusLimiterMap = boost::assign::map_list_of
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("SHOOTER_ONLY", make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER))
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("DRAGON_NATURE", make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE))
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("IS_UNDEAD", make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD));
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const std::map<std::string, TPropagatorPtr> bonusPropagatorMap = boost::assign::map_list_of
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("BATTLE_WIDE", make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE))
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("VISITED_TOWN_AND_VISITOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR))
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("PLAYER_PROPAGATOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER))
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BONUS_ITEM(ONLY_MELEE_FIGHT)
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BONUS_ITEM(ONLY_ENEMY_ARMY);
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const std::map<std::string, TLimiterPtr> bonusLimiterMap = boost::assign::map_list_of
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("SHOOTER_ONLY", make_shared<HasAnotherBonusLimiter>(Bonus::SHOOTER))
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("DRAGON_NATURE", make_shared<HasAnotherBonusLimiter>(Bonus::DRAGON_NATURE))
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("IS_UNDEAD", make_shared<HasAnotherBonusLimiter>(Bonus::UNDEAD));
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const std::map<std::string, TPropagatorPtr> bonusPropagatorMap = boost::assign::map_list_of
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("BATTLE_WIDE", make_shared<CPropagatorNodeType>(CBonusSystemNode::BATTLE))
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("VISITED_TOWN_AND_VISITOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TOWN_AND_VISITOR))
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("PLAYER_PROPAGATOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::PLAYER))
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("HERO", make_shared<CPropagatorNodeType>(CBonusSystemNode::HERO))
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("TEAM_PROPAGATOR", make_shared<CPropagatorNodeType>(CBonusSystemNode::TEAM)) //untested
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("GLOBAL_EFFECT", make_shared<CPropagatorNodeType>(CBonusSystemNode::GLOBAL_EFFECTS)); //untested
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@ -1363,7 +1363,7 @@ int CCreatureTypeLimiter::limit(const BonusLimitationContext &context) const
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if(!c)
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return true;
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return c != creature && (!includeUpgrades || !creature->isMyUpgrade(c));
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//drop bonus if it's not our creature and (we dont check upgrades or its not our upgrade)
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//drop bonus if it's not our creature and (we don`t check upgrades or its not our upgrade)
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}
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CCreatureTypeLimiter::CCreatureTypeLimiter(const CCreature &Creature, bool IncludeUpgrades /*= true*/)
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@ -412,20 +412,20 @@ void TryMoveHero::applyGs( CGameState *gs )
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auto dir = getDir(start,end);
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if(dir > 0 && dir <= 8)
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h->moveDir = dir;
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//else dont change movedir - hero might have traversed the subterranean gate, dorectopm shpuld be kept
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//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
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}
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if(result == EMBARK) //hero enters boat at dest tile
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if(result == EMBARK) //hero enters boat at destination tile
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{
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const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
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assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only vis obj at dest is Boat
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assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
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CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
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gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
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h->boat = boat;
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boat->hero = h;
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}
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else if(result == DISEMBARK) //hero leaves boat to dest tile
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else if(result == DISEMBARK) //hero leaves boat to destination tile
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{
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CGBoat *b = const_cast<CGBoat *>(h->boat);
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b->direction = h->moveDir;
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@ -56,7 +56,7 @@ CFilesystemList::~CFilesystemList()
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std::unique_ptr<CInputStream> CFilesystemList::load(const ResourceID & resourceName) const
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{
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// load resource from last loader that have it (last overriden version)
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// load resource from last loader that have it (last overridden version)
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for (auto & loader : boost::adaptors::reverse(loaders))
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{
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if (loader->existsResource(resourceName))
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