Group :: Games/Arcade
RPM: lbreakout2
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Patch: spelling-fixes.patch
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Fix up several, mostly trivial, spelling errors
Colin Tuckley <colint@debian.org>
--- a/client/client_data.c
+++ b/client/client_data.c
@@ -212,7 +212,7 @@
"Use the right and left mouse button to fire the balls "
"while moving the paddle. Your opponent "
"will have trouble to reflect all balls if you do it right. "
- "If you are not sure wether you got balls left click anyway. "
+ "If you are not sure whether you got balls left click anyway. "
"Keep the button pressed for a while! The fire rate is restricted "
"to one ball every 500 milliseconds.##"
"NORMAL:#"
--- a/client/client_handlers.c
+++ b/client/client_handlers.c
@@ -74,7 +74,7 @@
#ifdef NETWORK_ENABLED
NetSocket client; /* client socket to the game server */
#endif
-int client_is_connected; /* wether 'client' is a valid uplink */
+int client_is_connected; /* whether 'client' is a valid uplink */
char client_error[128]; /* error message */
int client_id; /* id assigned by server */
char client_name[16]; /* our local username */
--- a/client/game.c
+++ b/client/game.c
@@ -77,7 +77,7 @@
int game_stats[2][7]; /* network game stats */
int stats_received = 0;
int game_over = 0; /* network game is over */
-int allow_disintegrate = 1; /* wether Plane of Inner Stability may be entered */
+int allow_disintegrate = 1; /* whether Plane of Inner Stability may be entered */
char best_name[32];
int best_score; /* result of first place in chart of local set */
int showing_best = 0; /* if true best score is shown, thus display should not be updated */
@@ -760,7 +760,7 @@
#endif
}
-/* check players of local game wether they entered a highscore */
+/* check players of local game whether they entered a highscore */
static void check_highscores( void )
{
int i;
@@ -1147,7 +1147,7 @@
stats_received = 0;
stk_timer_reset(); ms = 1;
while ( !abort && !stk_quit_request ) {
- /* check wether an event occured */
+ /* check whether an event occured */
button_clicked = key_pressed = 0;
if ( SDL_PollEvent( &event ) ) {
if ( client_state == CS_PAUSE && game->game_type == GT_NETWORK )
@@ -1278,7 +1278,7 @@
case CS_PAUSE:
if ( game->game_type == GT_LOCAL ) break;
- /* check wether pause chatroom has been closed
+ /* check whether pause chatroom has been closed
* either by client or remote */
comm_recv();
break;
--- a/common/net.c
+++ b/common/net.c
@@ -708,7 +708,7 @@
msg_begin_reading();
id = msg_read_int32(); /* new incoming id, the difference to sock->incoming_id is
the number of dropped packets */
- is_code_red = id >> 31; /* highest bit tells wether code red packet */
+ is_code_red = id >> 31; /* highest bit tells whether code red packet */
id &= ~(1<<31);
last_ack_code_red = msg_read_int32(); /* last code red packet remote received */
@@ -733,7 +733,7 @@
}
sock->good_packet_count++;
- sock->incoming_id = id; /* last incoming packet (no matter wether red or blue) */
+ sock->incoming_id = id; /* last incoming packet (no matter whether red or blue) */
if ( is_code_red )
sock->incoming_code_red = id; /* last code red packet socket received */
--- a/common/messages.h
+++ b/common/messages.h
@@ -186,7 +186,7 @@
* string extras
*
* leveldata 32+252*2 bytes except the first two byte.
- * first tells wether the client plays at top or bottom
+ * first tells whether the client plays at top or bottom
* and second tells the comm delay of the server */
/* 19 */
--- a/common/net.h
+++ b/common/net.h
@@ -86,7 +86,7 @@
void msg_printf ( char *format, ... );
void msg_write ( int len, void *data );
int msg_get_max_size();
-bool msg_write_failed(); /* check wether overflow occured */
+bool msg_write_failed(); /* check whether overflow occured */
bool msg_is_connectionless();
void msg_begin_reading(); /* of net_packet, starts at header */
@@ -96,7 +96,7 @@
int msg_read_int32( void );
char* msg_read_string( void );
void msg_read( int len, char *buf );
-bool msg_read_failed(); /* check wether data couldn't be extracted */
+bool msg_read_failed(); /* check whether data couldn't be extracted */
void socket_init( NetSocket *sock, NetAddr *addr );
void socket_reinit( NetSocket *socket ); /* with same address */
--- a/game/game.c
+++ b/game/game.c
@@ -275,20 +275,20 @@
cur_game->frag_limit = limit;
}
-/* set wether to use convex paddle */
+/* set whether to use convex paddle */
void game_set_convex_paddle( int convex )
{
cur_game->paddle_is_convex = convex;
}
-/* set wether balls are returned to a paddle by pressing fire.
+/* set whether balls are returned to a paddle by pressing fire.
* the alternative is that they automatically return. */
void game_set_ball_auto_return( int auto_return )
{
cur_game->balls_return_by_click = !auto_return;
}
-/* set wether balls are fired at random angle or wether the
+/* set whether balls are fired at random angle or whether the
* left/right fire keys are used */
void game_set_ball_random_angle( int random )
{
@@ -318,7 +318,7 @@
}
/* move objects, modify game data, store brick hits and collected extras.
- * return wether level has been finished and the id of the winning paddle
+ * return whether level has been finished and the id of the winning paddle
* in network games. -1 is a draw. level_over and winner is saved in the
* game struct. */
void game_update( int ms )
--- a/game/game.h
+++ b/game/game.h
@@ -58,14 +58,14 @@
/* set the number of points required to win a PINGPONG level */
void game_set_frag_limit( int limit );
-/* set wether to use convex paddle */
+/* set whether to use convex paddle */
void game_set_convex_paddle( int convex );
-/* set wether balls are returned to a paddle by pressing fire.
+/* set whether balls are returned to a paddle by pressing fire.
* the alternative is that they automatically return. */
void game_set_ball_auto_return( int auto_return );
-/* set wether balls are fired at random angle or wether the
+/* set whether balls are fired at random angle or whether the
* left/right fire keys are used */
void game_set_ball_random_angle( int random );
@@ -77,7 +77,7 @@
void game_set_paddle_state( int id, int x, int y, int left_fire, int right_fire, int return_key );
/* move objects, modify game data, store brick hits and collected extras.
- * return wether level has been finished and the id of the winning paddle
+ * return whether level has been finished and the id of the winning paddle
* in network games. -1 is a draw. level_over and winner is saved in the
* game struct. */
void game_update( int ms );
--- a/server/server.c
+++ b/server/server.c
@@ -412,7 +412,7 @@
/* ServerUser *find_user_by_addr
* IN NetAddr *addr
*
- * Search wether a user already uses this net address.
+ * Search whether a user already uses this net address.
*/
static ServerUser* find_user_by_addr( NetAddr *addr )
{
@@ -433,7 +433,7 @@
/* void handle_connectionless_packet
*
* By now only connection attempts can be found in this category.
- * So check wether the packet contains a valid request (or send
+ * So check whether the packet contains a valid request (or send
* error messages if it doesn't) and add a new user to channel
* MAIN.
*/
@@ -461,7 +461,7 @@
goto failure;
}
- /* check wether this user already exists. if so the LOGIN_OKAY
+ /* check whether this user already exists. if so the LOGIN_OKAY
* message was dropped. */
if ( (user = find_user_by_addr( &net_sender_addr )) )
if ( strcmp( user->name, name ) )
@@ -925,7 +925,7 @@
/* void handle
* IN int ms milliseconds passed since last call
*
- * Receive all packets at the single UDP socket and check wether it is
+ * Receive all packets at the single UDP socket and check whether it is
* connectionless (connection requests) or belongs to a connection (socket).
* Find the user and parse all messages in the packet.
*
--- a/server/server.h
+++ b/server/server.h
@@ -56,7 +56,7 @@
NetSocket socket; /* transmission socket */
int hidden; /* True if chatroom user is not visible
(e.g. looking at game statistics or playing) */
- int admin; /* wether user logged in with admit rights */
+ int admin; /* whether user logged in with admit rights */
void *game; /* FIXME: I'M A BAD HACK: points to the current ServerGame
if this user is playing */
int player_id; /* 0 - challenger in game or 1 - challenged */
@@ -107,7 +107,7 @@
is cur_round / rounds */
int cur_level; /* id of current level */
- int ready[2]; /* wether user has sent READY */
+ int ready[2]; /* whether user has sent READY */
Game *game; /* the actual game data used by server */
GameStats stats[2]; /* game stats:
0 - challenger