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Fix typos found by codespell (#2229)

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cadmic 2024-09-25 21:21:00 -07:00 committed by GitHub
parent f7a0117e7d
commit bccb219ea3
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32 changed files with 71 additions and 71 deletions

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@ -233,7 +233,7 @@ static s16 D_8094C87C;
static u8 D_8094C87E;
static BossTwEffect sEffects[BOSS_TW_EFFECT_COUNT];
void BossTw_AddDotEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale, s16 args,
void BossTw_AddDotEffect(PlayState* play, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, f32 scale, s16 args,
s16 countLimit) {
s16 i;
BossTwEffect* eff;
@ -241,8 +241,8 @@ void BossTw_AddDotEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed,
for (i = 0, eff = play->specialEffects; i < countLimit; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_DOT;
eff->pos = *initalPos;
eff->curSpeed = *initalSpeed;
eff->pos = *initialPos;
eff->curSpeed = *initialSpeed;
eff->accel = *accel;
eff->workf[EFF_SCALE] = scale / 1000.0f;
eff->alpha = 255;
@ -253,7 +253,7 @@ void BossTw_AddDotEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed,
}
}
void BossTw_AddDmgCloud(PlayState* play, s16 type, Vec3f* initialPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale,
void BossTw_AddDmgCloud(PlayState* play, s16 type, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, f32 scale,
s16 alpha, s16 args, s16 countLimit) {
s16 i;
BossTwEffect* eff;
@ -262,7 +262,7 @@ void BossTw_AddDmgCloud(PlayState* play, s16 type, Vec3f* initialPos, Vec3f* ini
if (eff->type == TWEFF_NONE) {
eff->type = type;
eff->pos = *initialPos;
eff->curSpeed = *initalSpeed;
eff->curSpeed = *initialSpeed;
eff->accel = *accel;
eff->workf[EFF_SCALE] = scale / 1000.0f;
eff->work[EFF_ARGS] = args;
@ -273,7 +273,7 @@ void BossTw_AddDmgCloud(PlayState* play, s16 type, Vec3f* initialPos, Vec3f* ini
}
}
void BossTw_AddRingEffect(PlayState* play, Vec3f* initalPos, f32 scale, f32 arg3, s16 alpha, s16 args, s16 arg6,
void BossTw_AddRingEffect(PlayState* play, Vec3f* initialPos, f32 scale, f32 arg3, s16 alpha, s16 args, s16 arg6,
s16 countLimit) {
s16 i;
BossTwEffect* eff;
@ -281,7 +281,7 @@ void BossTw_AddRingEffect(PlayState* play, Vec3f* initalPos, f32 scale, f32 arg3
for (i = 0, eff = play->specialEffects; i < countLimit; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_RING;
eff->pos = *initalPos;
eff->pos = *initialPos;
eff->curSpeed = sZeroVector;
eff->accel = sZeroVector;
eff->workf[EFF_SCALE] = scale * 0.0025f;
@ -320,15 +320,15 @@ void BossTw_AddPlayerFreezeEffect(PlayState* play, Actor* target) {
}
}
void BossTw_AddFlameEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale, s16 args) {
void BossTw_AddFlameEffect(PlayState* play, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, f32 scale, s16 args) {
s16 i;
BossTwEffect* eff;
for (i = 0, eff = play->specialEffects; i < BOSS_TW_EFFECT_COUNT; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_FLAME;
eff->pos = *initalPos;
eff->curSpeed = *initalSpeed;
eff->pos = *initialPos;
eff->curSpeed = *initialSpeed;
eff->accel = *accel;
eff->workf[EFF_SCALE] = scale / 1000.0f;
eff->work[EFF_ARGS] = args;
@ -362,7 +362,7 @@ void BossTw_AddMergeFlameEffect(PlayState* play, Vec3f* initialPos, f32 scale, f
}
}
void BossTw_AddShieldBlastEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale,
void BossTw_AddShieldBlastEffect(PlayState* play, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, f32 scale,
f32 arg5, s16 alpha, s16 args) {
s16 i;
BossTwEffect* eff;
@ -370,8 +370,8 @@ void BossTw_AddShieldBlastEffect(PlayState* play, Vec3f* initalPos, Vec3f* inita
for (i = 0, eff = play->specialEffects; i < BOSS_TW_EFFECT_COUNT; i++, eff++) {
if (eff->type == TWEFF_NONE) {
eff->type = TWEFF_SHLD_BLST;
eff->pos = *initalPos;
eff->curSpeed = *initalSpeed;
eff->pos = *initialPos;
eff->curSpeed = *initialSpeed;
eff->accel = *accel;
eff->workf[EFF_SCALE] = scale / 1000.0f;
eff->workf[EFF_DIST] = arg5 / 1000.0f;
@ -1757,7 +1757,7 @@ void BossTw_SetupCSWait(BossTw* this, PlayState* play) {
}
/**
* Do nothing while waiting for the inital cutscene to start
* Do nothing while waiting for the initial cutscene to start
*/
void BossTw_CSWait(BossTw* this, PlayState* play) {
}

View file

@ -1105,7 +1105,7 @@ void DemoEffect_UpdateLightEffect(DemoEffect* this, PlayState* play) {
/**
* Update action for the Lgt Shower Actor.
* The Lgt Shower Actor is the green light effect spawned by Farore in the Kokiri Forst creation cutscene.
* The Lgt Shower Actor is the green light effect spawned by Farore in the Kokiri Forest creation cutscene.
* This function updates the scale and alpha of the Actor.
*/
void DemoEffect_UpdateLgtShower(DemoEffect* this, PlayState* play) {

View file

@ -112,7 +112,7 @@ static ColliderQuadInit sQuadInit = {
};
typedef enum ArmosDamageEffect {
/* 0 */ AM_DMGEFF_NONE, // used by anything that cant kill the armos
/* 0 */ AM_DMGEFF_NONE, // used by anything that can't kill the armos
/* 1 */ AM_DMGEFF_NUT,
/* 6 */ AM_DMGEFF_STUN = 6, // doesn't include deku nuts
/* 13 */ AM_DMGEFF_ICE = 13,

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@ -138,7 +138,7 @@ void EnBoom_Fly(EnBoom* this, PlayState* play) {
if ((target != &player->actor) && ((target->update == NULL) || (ABS(yawDiff) > 0x4000))) {
//! @bug This condition is why the boomerang will randomly fly off in a the down left direction sometimes.
// If the actor targetted is not Link and the difference between the 2 y angles is greater than 0x4000,
// If the actor targeted is not Link and the difference between the 2 y angles is greater than 0x4000,
// the moveTo pointer is nulled and it flies off in a seemingly random direction.
this->moveTo = NULL;
} else {

View file

@ -431,7 +431,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
Math_ApproachZeroF(&this->roll, 0.1f, 0.2f);
}
// Calculate a vector towards the targetted position.
// Calculate a vector towards the targeted position.
vectorToTargetX = this->targetPosition.x - this->actor.world.pos.x;
vectorToTargetY = this->targetPosition.y - this->actor.world.pos.y;
vectorToTargetZ = this->targetPosition.z - this->actor.world.pos.z;
@ -680,7 +680,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) {
/**
* EnClear_Tag draw function.
* Laser clear tag type will draw two lasers.
* Arwing clear tage types will draw the Arwing, the backfire, and a shadow.
* Arwing clear tag types will draw the Arwing, the backfire, and a shadow.
*/
void EnClearTag_Draw(Actor* thisx, PlayState* play) {
s32 pad;

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@ -124,7 +124,7 @@ void EnDaikuKakariko_ChangeAnim(EnDaikuKakariko* this, s32 index, s32* currentIn
}
void EnDaikuKakariko_Init(Actor* thisx, PlayState* play) {
static u16 initFlags[] = { 0x0080, 0x00B0, 0x0070, 0x0470 }; // List of inital values for this->flags
static u16 initFlags[] = { 0x0080, 0x00B0, 0x0070, 0x0470 }; // List of initial values for this->flags
EnDaikuKakariko* this = (EnDaikuKakariko*)thisx;
s32 pad;

View file

@ -326,7 +326,7 @@ s32 EnFd_CanSeeActor(EnFd* this, Actor* actor, PlayState* play) {
return false;
}
// Check to see if the angle between this facing angle and `actor` is withing ~40 degrees
// Check to see if the angle between this facing angle and `actor` is within ~40 degrees
angle = (f32)Math_Vec3f_Yaw(&this->actor.world.pos, &actor->world.pos) - this->actor.shape.rot.y;
if (ABS(angle) > 0x1C70) {
return false;

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@ -77,7 +77,7 @@ sEnFrPointers.flags = 1 to 11:
- 5: frog 0 (Yellow)
- 7: frog 2 (Red)
- 9: frog 4 (White)
- Will proceed when counter reachers 11
- Will proceed when counter reaches 11
sEnFrPointers.flags = 12
- Deactivate frogs, frogs will jump back into the water

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@ -425,7 +425,7 @@ void EnGanonMant_Draw(Actor* thisx, PlayState* play) {
midpoint.y = rightPos->y + yDiff * 0.5f;
midpoint.z = rightPos->z + zDiff * 0.5f;
// Calculte base orientation for chosen endpoints
// Calculate base orientation for chosen endpoints
yaw = Math_Atan2F(zDiff, xDiff);
pitch = -Math_Atan2F(sqrtf(SQ(xDiff) + SQ(zDiff)), yDiff);
diffHalfDist = sqrtf(SQ(xDiff) + SQ(yDiff) + SQ(zDiff)) * 0.5f;

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@ -5,8 +5,8 @@
#include "global.h"
// The switch flag value for this actor is constructed in a unique way.
// There are two seperate param values which get OR'd together to create one final switch flag index.
// These two values are seperated within the overall actor param value. See below:
// There are two separate param values which get OR'd together to create one final switch flag index.
// These two values are separated within the overall actor param value. See below:
//
// | A B C D | _ _ _ _ | E F | _ _ _ _ _ _ |
// 16 12 8 6 0

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@ -365,7 +365,7 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) {
// `player->actor.freezeTimer` gets set above which will prevent Player from updating.
// Because of this, he cannot update things related to Z-Targeting.
// If Player can't update, `player->zTargetActiveTimer` won't update, which means
// the Attention system will not be notified of a new actor lock-on occuring.
// the Attention system will not be notified of a new actor lock-on occurring.
// So, no reticle will appear. But the camera will still focus on the actor.
Player_SetAutoLockOnActor(play, &this->actor);

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@ -352,7 +352,7 @@ s32 EnSt_SetCylinderOC(EnSt* this, PlayState* play) {
cyloffsets[i].z *= this->colliderScale;
Matrix_Push();
Matrix_Translate(cylPos.x, cylPos.y, cylPos.z, MTXMODE_NEW);
Matrix_RotateY(BINANG_TO_RAD_ALT(this->initalYaw), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD_ALT(this->initialYaw), MTXMODE_APPLY);
Matrix_MultVec3f(&cyloffsets[i], &cylPos);
Matrix_Pop();
this->colCylinder[i + 3].dim.pos.x = cylPos.x;
@ -623,7 +623,7 @@ void EnSt_UpdateYaw(EnSt* this, PlayState* play) {
// calculate the new yaw to or away from the player.
rot = this->actor.shape.rot;
yawTarget = (this->actionFunc == EnSt_WaitOnGround ? this->actor.yawTowardsPlayer : this->initalYaw);
yawTarget = (this->actionFunc == EnSt_WaitOnGround ? this->actor.yawTowardsPlayer : this->initialYaw);
yawDiff = rot.y - (yawTarget ^ yawDir);
if (ABS(yawDiff) <= 0x4000) {
Math_SmoothStepToS(&rot.y, yawTarget ^ yawDir, 4, 0x2000, 1);
@ -714,7 +714,7 @@ s32 EnSt_IsCloseToPlayer(EnSt* this, PlayState* play) {
return true;
}
s32 EnSt_IsCloseToInitalPos(EnSt* this) {
s32 EnSt_IsCloseToInitialPos(EnSt* this) {
f32 velY = this->actor.velocity.y;
f32 checkY = this->actor.world.pos.y + (velY * 2.0f);
@ -802,7 +802,7 @@ void EnSt_Init(Actor* thisx, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_24;
EnSt_SetColliderScale(this);
this->actor.gravity = 0.0f;
this->initalYaw = this->actor.world.rot.y;
this->initialYaw = this->actor.world.rot.y;
EnSt_SetupAction(this, EnSt_StartOnCeilingOrGround);
}
@ -926,7 +926,7 @@ void EnSt_ReturnToCeiling(EnSt* this, PlayState* play) {
// player came back into range
EnSt_SetDropAnimAndVel(this);
EnSt_SetupAction(this, EnSt_MoveToGround);
} else if (EnSt_IsCloseToInitalPos(this)) {
} else if (EnSt_IsCloseToInitialPos(this)) {
// the Skulltula is close to the initial postion.
EnSt_SetWaitingAnimation(this);
EnSt_SetupAction(this, EnSt_WaitOnCeiling);

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@ -15,7 +15,7 @@ typedef struct EnSt {
/* 0x0194 */ ColliderCylinder colCylinder[6];
/* 0x035C */ ColliderJntSph colSph;
/* 0x037C */ ColliderJntSphElement colSphItems[1];
/* 0x03BC */ s16 initalYaw;
/* 0x03BC */ s16 initialYaw;
/* 0x03BE */ s16 deathYawTarget;
/* 0x03C0 */ s16 groundBounces;
/* 0x03C2 */ s16 animFrames;

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@ -34,7 +34,7 @@ typedef struct EnSyatekiNiw {
/* 0x025A */ s16 archeryTimer;
/* 0x025C */ s16 hopTimer; // intervals of jumping
/* 0x025E */ s16 movementTimer; // intervals of changing location
/* 0x0260 */ s16 sootTimer; // cucco is covered in soot, smoke emmits
/* 0x0260 */ s16 sootTimer; // cucco is covered in soot, smoke emits
/* 0x0262 */ s16 cluckTimer; // intervals of clucking SFX
/* 0x0264 */ f32 headRotXTarget;
/* 0x0268 */ f32 rightWingRotXTarget;

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@ -248,7 +248,7 @@ u32 EnToryo_ReactToExchangeItem(EnToryo* this, PlayState* play) {
ret = 0x200F;
}
}
//! @bug return value may be unitialized
//! @bug return value may be uninitialized
return ret;
}

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@ -379,7 +379,7 @@ static s16 sFishingPlayingState;
static s16 sLureTimer; // AND'd for various effects/checks
static s16 D_80B7E0B0;
static s16 D_80B7E0B2;
static s16 sRodCastTimer; // used for the inital line casting
static s16 sRodCastTimer; // used for the initial line casting
static u8 sLureEquipped;
static Vec3f sLurePos;
static Vec3f sLureDrawPos;

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@ -3768,7 +3768,7 @@ void Player_UpdateZTargeting(Player* this, PlayState* play) {
this->focusActor->attentionPriority = 40;
}
} else if (this->autoLockOnActor != NULL) {
// Becaue of the previous if condition above, `autoLockOnActor` does not take precedence
// Because of the previous if condition above, `autoLockOnActor` does not take precedence
// over `focusActor` if it already exists.
// However, `autoLockOnActor` is expected to be set with `Player_SetAutoLockOnActor`
// which will release any existing lock-on before setting the new one.
@ -7457,7 +7457,7 @@ s32 func_8083F524(PlayState* play, Player* this) {
/**
* Two exit walls are placed at each end of the crawlspace, separate to the two entrance walls used to enter the
* crawlspace. These front and back exit walls are futher into the crawlspace than the front and
* crawlspace. These front and back exit walls are further into the crawlspace than the front and
* back entrance walls. When player interacts with either of these two interior exit walls, start the leaving-crawlspace
* cutscene and return true. Else, return false
*/
@ -10687,7 +10687,7 @@ s32 Player_UpdateHoverBoots(Player* this) {
}
/**
* Peforms various tasks related to scene collision.
* Performs various tasks related to scene collision.
*
* This includes:
* - Update BgCheckInfo, parameters adjusted due to various state flags