Fixed comment text and code indentifiers spelling.

GetFieldNames part provided by Paradox.
This commit is contained in:
VladimirMangos 2008-11-06 19:18:36 +03:00
parent 4957d9f335
commit 4476d483d4
16 changed files with 192 additions and 193 deletions

View file

@ -300,11 +300,11 @@ void Creature::Update(uint32 diff)
switch( m_deathState )
{
case JUST_ALIVED:
// Dont must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting.
// Don't must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting.
sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_ALIVED (4)",GetGUIDLow(),GetEntry());
break;
case JUST_DIED:
// Dont must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
// Don't must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry());
break;
case DEAD:
@ -470,7 +470,7 @@ void Creature::RegenerateHealth()
uint32 addvalue = 0;
// Not only pet, but any controelled creature
// Not only pet, but any controlled creature
if(GetCharmerOrOwnerGUID())
{
float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
@ -794,7 +794,7 @@ void Creature::sendPreparedGossip(Player* player)
}
// in case non empty gossip menu (that not included quests list size) show it
// (quest entries from quest menu wiill be included in list)
// (quest entries from quest menu will be included in list)
player->PlayerTalkClass->SendGossipMenu(GetNpcTextId(), GetGUID());
}
@ -1064,7 +1064,7 @@ void Creature::SetLootRecipient(Unit *unit)
void Creature::SaveToDB()
{
// this should only be used when the creature has already been loaded
// perferably after adding to map, because mapid may not be valid otherwise
// preferably after adding to map, because mapid may not be valid otherwise
CreatureData const *data = objmgr.GetCreatureData(m_DBTableGuid);
if(!data)
{
@ -1436,7 +1436,7 @@ float Creature::GetAttackDistance(Unit const* pl) const
// "The aggro radius of a mob having the same level as the player is roughly 20 yards"
float RetDistance = 20;
// "Aggro Radius varries with level difference at a rate of roughly 1 yard/level"
// "Aggro Radius varies with level difference at a rate of roughly 1 yard/level"
// radius grow if playlevel < creaturelevel
RetDistance -= (float)leveldif;
@ -1731,7 +1731,7 @@ bool Creature::IsOutOfThreatArea(Unit* pVictim) const
float AttackDist = GetAttackDistance(pVictim);
uint32 ThreatRadius = sWorld.getConfig(CONFIG_THREAT_RADIUS);
//Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and ouf of combat every update tick.
//Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
return ( length > (ThreatRadius > AttackDist ? ThreatRadius : AttackDist));
}
@ -1800,7 +1800,7 @@ bool Creature::LoadCreaturesAddon(bool reload)
return true;
}
/// Send a message to LocalDefense channel for players oposition team in the zone
/// Send a message to LocalDefense channel for players opposition team in the zone
void Creature::SendZoneUnderAttackMessage(Player* attacker)
{
uint32 enemy_team = attacker->GetTeam();