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-rw-r--r--src/object/object.cpp43
1 files changed, 21 insertions, 22 deletions
diff --git a/src/object/object.cpp b/src/object/object.cpp
index 5a1631f..2eade93 100644
--- a/src/object/object.cpp
+++ b/src/object/object.cpp
@@ -17,7 +17,6 @@
#include "object/object.h"
-
#include "CBot/CBotDll.h"
#include "app/app.h"
@@ -830,7 +829,7 @@ void CObject::InitPart(int part)
}
// Creates a new part, and returns its number.
-// Geturns -1 on error.
+// Returns -1 on error.
int CObject::CreatePart()
{
@@ -891,7 +890,7 @@ void CObject::SetObjectRank(int part, int objRank)
m_objectPart[part].object = objRank;
}
-// Geturns the number of part.
+// Returns the number of part.
int CObject::GetObjectRank(int part)
{
@@ -1164,7 +1163,7 @@ bool CObject::Write(char *line)
return true;
}
-// Geturns all parameters of the object.
+// Returns all parameters of the object.
bool CObject::Read(char *line)
{
@@ -1299,14 +1298,14 @@ int CObject::CreateCrashSphere(Math::Vector pos, float radius, Sound sound,
return m_crashSphereUsed++;
}
-// Geturns the number of spheres.
+// Returns the number of spheres.
int CObject::GetCrashSphereTotal()
{
return m_crashSphereUsed;
}
-// Geturns a sphere for collisions.
+// Returns a sphere for collisions.
// The position is absolute in the world.
bool CObject::GetCrashSphere(int rank, Math::Vector &pos, float &radius)
@@ -1318,7 +1317,7 @@ bool CObject::GetCrashSphere(int rank, Math::Vector &pos, float &radius)
return false;
}
- // Geturns to the sphere collisions,
+ // Returns to the sphere collisions,
// which ignores the inclination of the vehicle.
// This is necessary to collisions with vehicles,
// so as not to reflect SetInclinaison, for example.
@@ -1342,14 +1341,14 @@ bool CObject::GetCrashSphere(int rank, Math::Vector &pos, float &radius)
return true;
}
-// Geturns the hardness of a sphere.
+// Returns the hardness of a sphere.
Sound CObject::GetCrashSphereSound(int rank)
{
return m_crashSphereSound[rank];
}
-// Geturns the hardness of a sphere.
+// Returns the hardness of a sphere.
float CObject::GetCrashSphereHardness(int rank)
{
@@ -1383,7 +1382,7 @@ void CObject::SetGlobalSphere(Math::Vector pos, float radius)
m_globalSphereRadius = radius*zoom;
}
-// Geturns the global sphere, in the world.
+// Returns the global sphere, in the world.
void CObject::GetGlobalSphere(Math::Vector &pos, float &radius)
{
@@ -1416,7 +1415,7 @@ void CObject::SetShieldRadius(float radius)
m_shieldRadius = radius;
}
-// Geturns the radius of the shield.
+// Returns the radius of the shield.
float CObject::GetShieldRadius()
{
@@ -1787,7 +1786,7 @@ float CObject::GetZoomZ(int part)
}
-// Geturns the water level.
+// Returns the water level.
float CObject::GetWaterLevel()
{
@@ -2023,7 +2022,7 @@ float CObject::GetCmdLine(int rank)
}
-// Geturns matrices of an object portion.
+// Returns matrices of an object portion.
Math::Matrix* CObject::GetRotateMatrix(int part)
{
@@ -2277,7 +2276,7 @@ bool CObject::CreateShadowLight(float height, Gfx::Color color)
return true;
}
-// Geturns the number of negative light shade.
+// Returns the number of negative light shade.
int CObject::GetShadowLight()
{
@@ -2318,7 +2317,7 @@ bool CObject::CreateEffectLight(float height, Gfx::Color color)
return true;
}
-// Geturns the number of light effects.
+// Returns the number of light effects.
int CObject::GetEffectLight()
{
@@ -5808,7 +5807,7 @@ bool CObject::RunProgram(int rank)
// Calculates the matrix for transforming the object.
-// Geturns true if the matrix has changed.
+// Returns true if the matrix has changed.
// The rotations occur in the order Y, Z and X.
bool CObject::UpdateTransformObject(int part, bool bForceUpdate)
@@ -6452,7 +6451,7 @@ Character* CObject::GetCharacter()
}
-// Geturns the absolute time.
+// Returns the absolute time.
float CObject::GetAbsTime()
{
@@ -7406,35 +7405,35 @@ CScript* CObject::GetRunScript()
return m_runScript;
}
-// Geturns the variables of "this" for CBOT.
+// Returns the variables of "this" for CBOT.
CBotVar* CObject::GetBotVar()
{
return m_botVar;
}
-// Geturns the physics associated to the object.
+// Returns the physics associated to the object.
CPhysics* CObject::GetPhysics()
{
return m_physics;
}
-// Geturns the brain associated to the object.
+// Returns the brain associated to the object.
CBrain* CObject::GetBrain()
{
return m_brain;
}
-// Geturns the movement associated to the object.
+// Returns the movement associated to the object.
CMotion* CObject::GetMotion()
{
return m_motion;
}
-// Geturns the controller associated to the object.
+// Returns the controller associated to the object.
CAuto* CObject::GetAuto()
{