From 96c787bfb2cfb237e1a7ae41e9e00be2c33cfabc Mon Sep 17 00:00:00 2001 From: Jan Engelhardt Date: Tue, 3 Sep 2024 12:36:18 +0200 Subject: [PATCH] Fix spello "interative why" --- Descent3/BOA.cpp | 2 +- Descent3/aiterrain.cpp | 2 +- physics/findintersection.cpp | 8 ++++---- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Descent3/BOA.cpp b/Descent3/BOA.cpp index fcc8a943..263cc6fa 100644 --- a/Descent3/BOA.cpp +++ b/Descent3/BOA.cpp @@ -677,7 +677,7 @@ void add_terrain_cell(int cell, int t_region, char *checked) { if (yend >= TERRAIN_DEPTH) yend = TERRAIN_DEPTH - 1; - // This should be a faster interative why to do a square with center at original position + // This should be a faster iterative way to do a square with center at original position int cur_node = TERRAIN_WIDTH * ystart + xstart; int next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1; diff --git a/Descent3/aiterrain.cpp b/Descent3/aiterrain.cpp index 07f9fa10..f09870ea 100644 --- a/Descent3/aiterrain.cpp +++ b/Descent3/aiterrain.cpp @@ -142,7 +142,7 @@ static void ai_check_terrain_node(int cur_node, int f_check_local_nodes) { if (yend >= TERRAIN_DEPTH) yend = TERRAIN_DEPTH - 1; - // This should be a faster interative why to do a square with center at original position + // This should be a faster iterative way to do a square with center at original position new_node = TERRAIN_WIDTH * ystart + xstart; next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1; diff --git a/physics/findintersection.cpp b/physics/findintersection.cpp index 2144bcb8..599018b9 100644 --- a/physics/findintersection.cpp +++ b/physics/findintersection.cpp @@ -2083,7 +2083,7 @@ int fvi_QuickDistCellList(int init_cell_index, vector *pos, float rad, int *quic if (yend >= TERRAIN_DEPTH) yend = TERRAIN_DEPTH - 1; - // This should be a faster interative why to do a square with center at original position + // This should be a faster iterative way to do a square with center at original position cur_node = TERRAIN_WIDTH * ystart + xstart; next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1; @@ -2150,7 +2150,7 @@ int fvi_QuickDistObjectList(vector *pos, int init_room_index, float rad, int16_t if (yend >= TERRAIN_DEPTH) yend = TERRAIN_DEPTH - 1; - // This should be a faster interative why to do a square with center at original position + // This should be a faster iterative way to do a square with center at original position cur_node = TERRAIN_WIDTH * ystart + xstart; next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1; @@ -4075,7 +4075,7 @@ inline void check_terrain_node(int cur_node, bool f_check_local_nodes, bool f_ch if (yend >= TERRAIN_DEPTH) yend = TERRAIN_DEPTH - 1; - // This should be a faster interative why to do a square with center at original position + // This should be a faster iterative way to do a square with center at original position new_node = TERRAIN_WIDTH * ystart + xstart; next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1; @@ -4136,7 +4136,7 @@ inline void check_square_node(int x, int y, int width) if(ystart < 0) ystart = 0; if(yend >= TERRAIN_DEPTH) yend = TERRAIN_DEPTH - 1; - // This should be a faster interative why to do a square with center at original position + // This should be a faster iterative way to do a square with center at original position new_node = TERRAIN_WIDTH * ystart + xstart; next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1;