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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@ -78,7 +78,7 @@ def ExtractFunc(assetConfig: version_config.AssetConfig):
ExtractFile(assetConfig, outPath, outSourcePath)
if not globalAbort.is_set():
# Only update timestamp on succesful extractions
# Only update timestamp on successful extractions
if xml_path_str not in globalExtractedAssetsTracker:
globalExtractedAssetsTracker[xml_path_str] = globalManager.dict()
globalExtractedAssetsTracker[xml_path_str]["timestamp"] = currentTimeStamp
@ -188,7 +188,7 @@ def main():
with mp_context.Pool(numCores, initializer=initializeWorker, initargs=(versionConfig, mainAbort, args.unaccounted, extractedAssetsTracker, manager, baseromSegmentsDir, outputDir)) as p:
p.map(ExtractFunc, versionConfig.assets)
except (multiprocessing.ProcessError, TypeError, CannotMultiprocessError):
print("Warning: Multiprocessing exception ocurred.", file=os.sys.stderr)
print("Warning: Multiprocessing exception occurred.", file=os.sys.stderr)
print("Disabling mutliprocessing.", file=os.sys.stderr)
initializeWorker(versionConfig, mainAbort, args.unaccounted, extractedAssetsTracker, manager, baseromSegmentsDir, outputDir)

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@ -76,7 +76,7 @@ void PadMgr_RumbleSet(PadMgr* padMgr, u8* enable);
* user-provided argument. The callback function should be `void (*)(PadMgr*, void*)`.
*
* @param callback callback to run before rumble state is updated for the current VI
* @param arg the argument to pass to the calback
* @param arg the argument to pass to the callback
*
* @see PADMGR_UNSET_RETRACE_CALLACK
*/

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@ -280,7 +280,7 @@ typedef enum HRegMode {
// HREG_MODE_UCODE_DISAS
#define R_UCODE_DISAS_TOGGLE HREG(81) // < 0 enables and prints some hardware reg info for 1 frame, > 0 enables constant disas
#define R_UCODE_DISAS_LOG_MODE HREG(82) // 1 and 2 print counts, 3 enables fault client, 4 disables open/close disps
#define R_UCODE_DISAS_LOG_LEVEL HREG(83) // enables various logging within the dissasembler itself
#define R_UCODE_DISAS_LOG_LEVEL HREG(83) // enables various logging within the dissassembler itself
#define R_UCODE_DISAS_TOTAL_COUNT HREG(84) // read-only
#define R_UCODE_DISAS_VTX_COUNT HREG(85) // read-only
#define R_UCODE_DISAS_SPVTX_COUNT HREG(86) // read-only

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@ -119,7 +119,7 @@ typedef struct ActorShape {
#define ACTOR_FLAG_HOSTILE (1 << 2)
// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
// Note that this flag doesn't have any effect on either the actor, or Player's behvaior.
// Note that this flag doesn't have any effect on either the actor, or Player's behavior.
// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
#define ACTOR_FLAG_FRIENDLY (1 << 3)

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@ -133,13 +133,13 @@ typedef enum AnimationTapers {
// starting a new animation. This is helpful when an animation's translation data starts at the "origin"
// (in this case, the origin refers to `baseTransl`, in model space).
// Some animations have translation data that does not begin at the "origin". This is common when a
// longer sequence of animation is broken up into different parts as seperate animations.
// longer sequence of animation is broken up into different parts as separate animations.
// In this case, when one animation starts its translation at the same position where a different animation
// left off, resetting `prevTransl` is not desirable. This will cause the actor's position to noticeably change
// when the translation data from the first frame of the new animation is applied.
//
// When this flag is used during a transition between two animations, the first frame of movement is not applied.
// This allows the actor's world postiion to stay at the same location as where the previous animation ended.
// This allows the actor's world position to stay at the same location as where the previous animation ended.
// Because translations are calculated as a difference from the current and previous frame, all subsequent
// frames have their translation occur relative to this new starting point.
//

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@ -101,7 +101,7 @@ struct View;
#define CAM_STATE_CHECK_BG (1 << 2) // Must be set for the camera to change settings based on the bg surface
#define CAM_STATE_EXTERNAL_FINISHED (1 << 3) // Signal from the external systems to camera that the current cam-update function is no longer needed
#define CAM_STATE_CAM_FUNC_FINISH (1 << 4) // Signal from camera to player that the cam-update function is finished its primary purpose
#define CAM_STATE_LOCK_MODE (1 << 5) // Prevents camera from changing mode, unless overriden by `forceModeChange` passed to `Camera_RequestModeImpl`
#define CAM_STATE_LOCK_MODE (1 << 5) // Prevents camera from changing mode, unless overridden by `forceModeChange` passed to `Camera_RequestModeImpl`
#define CAM_STATE_DISTORTION (1 << 6) // Set when camera distortion is on
#define CAM_STATE_PLAY_INIT (1 << 7) // Set in Play_Init, never used or changed
#define CAM_STATE_CAMERA_IN_WATER (1 << 8) // Camera (eye) is underwater
@ -797,7 +797,7 @@ typedef struct KeepOn3ReadOnlyData {
/* 0x00 */ f32 yOffset;
/* 0x04 */ f32 minDist;
/* 0x08 */ f32 maxDist;
/* 0x0C */ f32 swingYawInital;
/* 0x0C */ f32 swingYawInitial;
/* 0x10 */ f32 swingYawFinal;
/* 0x14 */ f32 swingPitchInitial;
/* 0x18 */ f32 swingPitchFinal;
@ -1185,7 +1185,7 @@ typedef struct Unique0ReadOnlyData {
} Unique0ReadOnlyData; // size = 0x4
typedef struct Unique0ReadWriteData {
/* 0x00 */ Vec3f initalPos;
/* 0x00 */ Vec3f initialPos;
/* 0x0C */ s16 animTimer;
/* 0x10 */ InfiniteLine eyeAndDirection;
} Unique0ReadWriteData; // size = 0x28
@ -1410,7 +1410,7 @@ typedef struct Special0 {
{ interfaceField, CAM_DATA_INTERFACE_FIELD }
typedef struct Special4ReadWriteData {
/* 0x0 */ s16 initalTimer;
/* 0x0 */ s16 initialTimer;
} Special4ReadWriteData; // size = 0x4
typedef struct Special4 {
@ -1472,7 +1472,7 @@ typedef struct Special6ReadOnlyData {
} Special6ReadOnlyData; // size = 0x4
typedef struct Special6ReadWriteData {
/* 0x0 */ f32 initalPlayerY;
/* 0x0 */ f32 initialPlayerY;
/* 0x4 */ s16 animTimer;
} Special6ReadWriteData; // size = 0x8

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@ -72,7 +72,7 @@ typedef enum PlayerEnvHazard {
typedef enum PlayerItemAction {
/* 0x00 */ PLAYER_IA_NONE,
/* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not useable.
/* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not usable.
/* 0x02 */ PLAYER_IA_FISHING_POLE,
/* 0x03 */ PLAYER_IA_SWORD_MASTER,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI,

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@ -91,7 +91,7 @@ void Main(void* arg) {
#endif
fb = (uintptr_t)SysCfb_GetFbPtr(0);
gSystemHeapSize = fb - systemHeapStart;
PRINTF(T("システムヒープ初期化 %08x-%08x %08x\n", "System heap initalization %08x-%08x %08x\n"), systemHeapStart,
PRINTF(T("システムヒープ初期化 %08x-%08x %08x\n", "System heap initialization %08x-%08x %08x\n"), systemHeapStart,
fb, gSystemHeapSize);
SystemHeap_Init((void*)systemHeapStart, gSystemHeapSize); // initializes the system heap

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@ -1,7 +1,7 @@
#include "global.h"
void Setup_InitImpl(SetupState* this) {
PRINTF(T("ゼルダ共通データ初期化\n", "Zelda common data initalization\n"));
PRINTF(T("ゼルダ共通データ初期化\n", "Zelda common data initialization\n"));
SaveContext_Init();
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, ConsoleLogo_Init, ConsoleLogoState);

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@ -3504,7 +3504,7 @@ s32 Camera_KeepOn3(Camera* camera) {
roData->yOffset = GET_NEXT_SCALED_RO_DATA(values) * playerHeight * yNormal;
roData->minDist = GET_NEXT_RO_DATA(values);
roData->maxDist = GET_NEXT_RO_DATA(values);
roData->swingYawInital = GET_NEXT_RO_DATA(values);
roData->swingYawInitial = GET_NEXT_RO_DATA(values);
roData->swingYawFinal = GET_NEXT_RO_DATA(values);
roData->swingPitchInitial = GET_NEXT_RO_DATA(values);
roData->swingPitchFinal = GET_NEXT_RO_DATA(values);
@ -3536,7 +3536,7 @@ s32 Camera_KeepOn3(Camera* camera) {
spBC = ((1.0f - temp_f0) * targetToPlayerDir.r) / rwData->animTimer;
swingAngle = F32_LERPIMP(roData->swingPitchInitial, roData->swingPitchFinal, temp_f0);
atToEyeAdj.pitch = CAM_DEG_TO_BINANG(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * roData->swingPitchAdj)));
swingAngle = F32_LERPIMP(roData->swingYawInital, roData->swingYawFinal, temp_f0);
swingAngle = F32_LERPIMP(roData->swingYawInitial, roData->swingYawFinal, temp_f0);
if (roData->interfaceField & KEEPON3_FLAG_4) {
if ((s16)(targetToPlayerDir.yaw - atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = targetToPlayerDir.yaw + CAM_DEG_TO_BINANG(swingAngle);
@ -5074,20 +5074,20 @@ s32 Camera_Unique0(Camera* camera) {
atPlayerOffset.pitch = -bgCamRot.x;
rwData->eyeAndDirection.dir = OLib_VecGeoToVec3f(&atPlayerOffset);
Math3D_LineClosestToPoint(&rwData->eyeAndDirection, &playerPosRot->pos, &camera->at);
rwData->initalPos = playerPosRot->pos;
rwData->initialPos = playerPosRot->pos;
camera->animState++;
}
if (player->stateFlags1 & PLAYER_STATE1_29) {
rwData->initalPos = playerPosRot->pos;
rwData->initialPos = playerPosRot->pos;
}
if (roData->interfaceField & UNIQUE0_FLAG_0) {
if (rwData->animTimer > 0) {
rwData->animTimer--;
rwData->initalPos = playerPosRot->pos;
rwData->initialPos = playerPosRot->pos;
} else if (!(player->stateFlags1 & PLAYER_STATE1_29) &&
((OLib_Vec3fDistXZ(&playerPosRot->pos, &rwData->initalPos) >= 10.0f) ||
((OLib_Vec3fDistXZ(&playerPosRot->pos, &rwData->initialPos) >= 10.0f) ||
CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_A) ||
CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_B) ||
CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_CLEFT) ||
@ -5111,7 +5111,7 @@ s32 Camera_Unique0(Camera* camera) {
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
}
} else {
rwData->initalPos = playerPosRot->pos;
rwData->initialPos = playerPosRot->pos;
}
if (!(player->stateFlags1 & PLAYER_STATE1_29) &&
@ -6935,11 +6935,11 @@ s32 Camera_Special4(Camera* camera) {
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_LARGE, CAM_HUD_VISIBILITY_NOTHING_ALT, 0);
camera->fov = 40.0f;
camera->animState++;
rwData->initalTimer = camera->timer;
rwData->initialTimer = camera->timer;
}
camera->fov = Camera_LERPCeilF(80.0f, camera->fov, 1.0f / *timer, 0.1f);
if ((rwData->initalTimer - *timer) < 0xF) {
if ((rwData->initialTimer - *timer) < 0xF) {
(*timer)--;
return false;
} else {
@ -7219,7 +7219,7 @@ s32 Camera_Special6(Camera* camera) {
// Overwrite hud visibility to CAM_HUD_VISIBILITY_HEARTS_FORCE
sCameraInterfaceField = (sCameraInterfaceField & (u16)~CAM_HUD_VISIBILITY_MASK) |
CAM_HUD_VISIBILITY(CAM_HUD_VISIBILITY_HEARTS_FORCE);
rwData->initalPlayerY = playerPosRot->pos.y;
rwData->initialPlayerY = playerPosRot->pos.y;
rwData->animTimer = 12;
*eyeNext = bgCamPos;
if (camera->animState == 0) {
@ -7232,7 +7232,7 @@ s32 Camera_Special6(Camera* camera) {
timerF = rwData->animTimer;
eyePosCalc = *eyeNext;
eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f;
eyePosCalc.y += (playerPosRot->pos.y - rwData->initalPlayerY) * 0.2f;
eyePosCalc.y += (playerPosRot->pos.y - rwData->initialPlayerY) * 0.2f;
eyeAnim = eyePosCalc;
eyeAnim.y = Camera_LERPCeilF(eyePosCalc.y, eye->y, 0.5f, 0.01f);
@ -7258,7 +7258,7 @@ s32 Camera_Special6(Camera* camera) {
(sCameraInterfaceField & (u16)~CAM_HUD_VISIBILITY_MASK) | CAM_HUD_VISIBILITY(CAM_HUD_VISIBILITY_ALL);
eyePosCalc = *eyeNext;
eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f;
eyePosCalc.y += (playerPosRot->pos.y - rwData->initalPlayerY) * 0.2f;
eyePosCalc.y += (playerPosRot->pos.y - rwData->initialPlayerY) * 0.2f;
*eye = eyePosCalc;
eye->y = Camera_LERPCeilF(eyePosCalc.y, eye->y, 0.5f, 0.01f);

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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) {
}

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@ -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) {

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@ -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 {

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@ -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;

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@ -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);

View File

@ -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;

View File

@ -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;
}

View File

@ -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;

View File

@ -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

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@ -929,7 +929,7 @@ emit_c_header(FILE *out, soundfont *sf)
}
/**
* Convert the compression type as indicated in the AIFC to the correspoding SampleCodec enum value.
* Convert the compression type as indicated in the AIFC to the corresponding SampleCodec enum value.
* These must be kept in sync with the SampleCodec definition!
*/
static const char *

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@ -27,7 +27,7 @@ def get_modified_files_to_format(compare_to):
all_src_files, all_extra_files = format.list_files_to_format()
# Split modified_files between source files and extra files (see format.py)
# This also filters out deleted files that no logner exist
# This also filters out deleted files that no longer exist
modified_src_files_existing = list(modified_files.intersection(all_src_files))
modified_extra_files_existing = list(modified_files.intersection(all_extra_files))

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@ -31,7 +31,7 @@ LABELS_TYPES = {"@branchlabel", "@jumptablelabel"}
def main():
parser = argparse.ArgumentParser(
description="Print informations on a symbol/address"
description="Print information on a symbol/address"
" (and possibly surrounding symbols)"
" from the spimdisasm disassembly context saved in"
" expected/build/VERSION/context.csv"

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@ -111,7 +111,7 @@ simpleReplace = {
}
# all occurrences of keys will be replaced by associated value,
# if the occurence is the whole word
# if the occurrence is the whole word
# for example, if there is a space before and an open parenthesis after,
# like for a function call: ` func_8002E4B4(`
wordReplace = {
@ -451,7 +451,7 @@ def replace_single(file):
custom_behavior_ignore_offset, custom_behavior_ignore_match = custom_behavior_ignore_data
else:
custom_behavior = False
# replace `old` with `new` if the occurence of `old` is the whole word
# replace `old` with `new` if the occurrence of `old` is the whole word
oldStartIdx = srcdata.find(old)
if oldStartIdx >= 0:
old_start_as_word = is_word_char(old[0])

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@ -24,7 +24,7 @@ do
then
# flags before --
flags=("${@:1:$(($i - 1))}")
# compile command, betwen -- and the input source file
# compile command, between -- and the input source file
compilecmd="${@:$(($i + 1)):$((${#@} - $i - 1))}"
# The last argument, the input source file to be compiled
srcfile="${@: -1}"