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authorArchez <Archez@users.noreply.github.com>2024-11-12 10:01:16 -0500
committerGitHub <noreply@github.com>2024-11-12 10:01:16 -0500
commitfab43404618c41b244f9a2b4a5336442748ac130 (patch)
tree2c641f3e680b433ecf4ac714aa0af97122820405
parentb7a607b765eae47b638180cbbd2ea5310bec312b (diff)
Various fixes for spelling and save editor time change lightning state (#841)
* Set lightning off when changing save time * various typo fixes
-rw-r--r--mm/2s2h/BenGui/BenMenuBar.cpp14
-rw-r--r--mm/2s2h/BenGui/SearchableMenuItems.h14
-rw-r--r--mm/2s2h/BenPort.cpp2
-rw-r--r--mm/2s2h/DeveloperTools/CollisionViewer.cpp8
-rw-r--r--mm/2s2h/DeveloperTools/SaveEditor.cpp4
-rw-r--r--mm/2s2h/DeveloperTools/WarpPoint.cpp4
-rw-r--r--mm/2s2h/Enhancements/Trackers/ItemTracker.cpp16
-rw-r--r--mm/2s2h/Enhancements/Trackers/ItemTracker.h2
8 files changed, 32 insertions, 32 deletions
diff --git a/mm/2s2h/BenGui/BenMenuBar.cpp b/mm/2s2h/BenGui/BenMenuBar.cpp
index 76f5a125f..58365a05b 100644
--- a/mm/2s2h/BenGui/BenMenuBar.cpp
+++ b/mm/2s2h/BenGui/BenMenuBar.cpp
@@ -356,9 +356,8 @@ void DrawEnhancementsMenu() {
if (UIWidgets::BeginMenu("Camera")) {
ImGui::SeparatorText("Fixes");
UIWidgets::CVarCheckbox(
- "Fix Targetting Camera Snap", "gEnhancements.Camera.FixTargettingCameraSnap",
- { .tooltip =
- "Fixes the camera snap that occurs when you are moving and press the targetting button." });
+ "Fix Targeting Camera Snap", "gEnhancements.Camera.FixTargettingCameraSnap",
+ { .tooltip = "Fixes the camera snap that occurs when you are moving and press the targeting button." });
ImGui::SeparatorText("First Person");
UIWidgets::CVarCheckbox("Disable Auto-Centering",
@@ -559,8 +558,9 @@ void DrawEnhancementsMenu() {
if (UIWidgets::BeginMenu("Dialogue")) {
UIWidgets::CVarCheckbox(
"Fast Bank Selection", "gEnhancements.Dialogue.FastBankSelection",
- { .tooltip = "Pressing the Z or R buttons while the Deposit/Withdrawl Rupees dialogue is open will set "
- "the Rupees to Links current Rupees or 0 respectively." });
+ { .tooltip =
+ "Pressing the Z or R buttons while the Deposit/Withdrawal Rupees dialogue is open will set "
+ "the Rupees to Links current Rupees or 0 respectively." });
UIWidgets::CVarCheckbox(
"Fast Text", "gEnhancements.Dialogue.FastText",
{ .tooltip = "Speeds up text rendering, and enables holding of B progress to next message" });
@@ -690,7 +690,7 @@ void DrawEnhancementsMenu() {
{ .tooltip = "Allow using Fierce Deity's mask outside of boss rooms." });
UIWidgets::CVarCheckbox("No Blast Mask Cooldown", "gEnhancements.Masks.NoBlastMaskCooldown", {});
if (UIWidgets::CVarCheckbox("Persistent Bunny Hood", "gEnhancements.Masks.PersistentBunnyHood.Enabled",
- { .tooltip = "Permanantly toggle a speed boost from the bunny hood by pressing "
+ { .tooltip = "Permanently toggle a speed boost from the bunny hood by pressing "
"'A' on it in the mask menu." })) {
UpdatePersistentMasksState();
}
@@ -904,7 +904,7 @@ void DrawDeveloperToolsMenu() {
"Change the behavior of creating saves while debug mode is enabled:\n\n"
"- Empty Save: The default 3 heart save file in first cycle\n"
"- Vanilla Debug Save: Uses the title screen save info (8 hearts, all items and masks)\n"
- "- 100\% Save: All items, equipment, mask, quast status and bombers notebook complete",
+ "- 100\% Save: All items, equipment, mask, quest status and bombers notebook complete",
.defaultIndex = DEBUG_SAVE_INFO_NONE })) {
RegisterDebugSaveCreate();
}
diff --git a/mm/2s2h/BenGui/SearchableMenuItems.h b/mm/2s2h/BenGui/SearchableMenuItems.h
index 71cbfa14c..503bc53ba 100644
--- a/mm/2s2h/BenGui/SearchableMenuItems.h
+++ b/mm/2s2h/BenGui/SearchableMenuItems.h
@@ -218,7 +218,7 @@ struct widgetInfo {
// `evaluation` returns a bool which can be determined by whatever code you want that changes its status
// `reason` is the text displayed in the disabledTooltip when a widget is disabled by a particular DisableReason
// `active` is what's referenced when determining disabled status for a widget that uses this This can also be used to
-// hold reasons to hide widgets so taht their evaluations are also only run once per frame
+// hold reasons to hide widgets so that their evaluations are also only run once per frame
struct disabledInfo {
DisableInfoFunc evaluation;
const char* reason;
@@ -778,9 +778,9 @@ void AddEnhancements() {
3,
{ {
{ .widgetName = "Fixes", .widgetType = WIDGET_SEPARATOR_TEXT },
- { "Fix Targetting Camera Snap",
+ { "Fix Targeting Camera Snap",
"gEnhancements.Camera.FixTargettingCameraSnap",
- "Fixes the camera snap that occurs when you are moving and press the targetting button.",
+ "Fixes the camera snap that occurs when you are moving and press the targeting button.",
WIDGET_CVAR_CHECKBOX,
{} },
{ .widgetName = "First Person", .widgetType = WIDGET_SEPARATOR_TEXT },
@@ -1283,12 +1283,12 @@ void AddEnhancements() {
{ "Blast Mask has Powder Keg Force", "gEnhancements.Masks.BlastMaskKeg",
"Blast Mask can also destroy objects only the Powder Keg can.", WIDGET_CVAR_CHECKBOX },
{ "Fast Transformation", "gEnhancements.Masks.FastTransformation",
- "Removes the delay when using transormation masks.", WIDGET_CVAR_CHECKBOX },
+ "Removes the delay when using transformation masks.", WIDGET_CVAR_CHECKBOX },
{ "Fierce Deity's Mask Anywhere", "gEnhancements.Masks.FierceDeitysAnywhere",
"Allow using Fierce Deity's mask outside of boss rooms.", WIDGET_CVAR_CHECKBOX },
{ "Persistent Bunny Hood",
"gEnhancements.Masks.PersistentBunnyHood.Enabled",
- "Permanantly toggle a speed boost from the bunny hood by pressing "
+ "Permanently toggle a speed boost from the bunny hood by pressing "
"'A' on it in the mask menu.",
WIDGET_CVAR_CHECKBOX,
{},
@@ -1355,7 +1355,7 @@ void AddEnhancements() {
// Dialogue Enhancements
{ { .widgetName = "Dialogue", .widgetType = WIDGET_SEPARATOR_TEXT },
{ "Fast Bank Selection", "gEnhancements.Dialogue.FastBankSelection",
- "Pressing the Z or R buttons while the Deposit/Withdrawl Rupees dialogue is open will set "
+ "Pressing the Z or R buttons while the Deposit/Withdrawal Rupees dialogue is open will set "
"the Rupees to Links current Rupees or 0 respectively.",
WIDGET_CVAR_CHECKBOX },
{ "Fast Text", "gEnhancements.Dialogue.FastText",
@@ -1538,7 +1538,7 @@ void AddDevTools() {
"Change the behavior of creating saves while debug mode is enabled:\n\n"
"- Empty Save: The default 3 heart save file in first cycle\n"
"- Vanilla Debug Save: Uses the title screen save info (8 hearts, all items and masks)\n"
- "- 100\% Save: All items, equipment, mask, quast status and bombers notebook complete",
+ "- 100\% Save: All items, equipment, mask, quest status and bombers notebook complete",
WIDGET_CVAR_COMBOBOX,
{ 0, 0, 0, debugSaveOptions },
[](widgetInfo& info) { RegisterDebugSaveCreate(); },
diff --git a/mm/2s2h/BenPort.cpp b/mm/2s2h/BenPort.cpp
index 5764408ba..fdca71087 100644
--- a/mm/2s2h/BenPort.cpp
+++ b/mm/2s2h/BenPort.cpp
@@ -1396,7 +1396,7 @@ extern "C" SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path, Skel
}
// This function is only called when a skeleton is initialized.
- // Therefore we can take this oppurtunity to take note of the Skeleton that is created...
+ // Therefore we can take this opportunity to take note of the Skeleton that is created...
if (skelAnime != nullptr) {
auto stringPath = std::string(path);
// Ship::SkeletonPatcher::RegisterSkeleton(stringPath, skelAnime);
diff --git a/mm/2s2h/DeveloperTools/CollisionViewer.cpp b/mm/2s2h/DeveloperTools/CollisionViewer.cpp
index 6e6dd56e8..6c9507552 100644
--- a/mm/2s2h/DeveloperTools/CollisionViewer.cpp
+++ b/mm/2s2h/DeveloperTools/CollisionViewer.cpp
@@ -122,7 +122,7 @@ void CalcTriNorm(const Vec3f& v1, const Vec3f& v2, const Vec3f& v3, Vec3f& norm)
}
}
-// Various macros used for creating verticies and rendering that aren't in gbi.h
+// Various macros used for creating vertices and rendering that aren't in gbi.h
#define G_CC_MODULATERGB_PRIM_ENVA PRIMITIVE, 0, SHADE, 0, 0, 0, 0, ENVIRONMENT
#define G_CC_PRIMITIVE_ENVA 0, 0, 0, PRIMITIVE, 0, 0, 0, ENVIRONMENT
#define qs105(n) ((int16_t)((n)*0x0020))
@@ -179,8 +179,8 @@ void CreateCylinderData() {
cylinderGfx.push_back(gsSPEndDisplayList());
}
-// This subdivides a face into four tris by placing new verticies at the midpoints of the sides (Like a triforce!), then
-// blowing up the verticies so they are on the unit sphere
+// This subdivides a face into four tris by placing new vertices at the midpoints of the sides (Like a triforce!), then
+// blowing up the vertices so they are on the unit sphere
void CreateSphereFace(std::vector<std::tuple<size_t, size_t, size_t>>& faces, int32_t v0Index, int32_t v1Index,
int32_t v2Index) {
size_t nextIndex = sphereVtx.size();
@@ -198,7 +198,7 @@ void CreateSphereFace(std::vector<std::tuple<size_t, size_t, size_t>>& faces, in
const Vtx& v1 = sphereVtx[v1Index];
const Vtx& v2 = sphereVtx[v2Index];
- // Create 3 new verticies at the midpoints
+ // Create 3 new vertices at the midpoints
Vec3f vs[3] = {
Vec3f{ (v0.n.ob[0] + v1.n.ob[0]) / 2.0f, (v0.n.ob[1] + v1.n.ob[1]) / 2.0f, (v0.n.ob[2] + v1.n.ob[2]) / 2.0f },
Vec3f{ (v1.n.ob[0] + v2.n.ob[0]) / 2.0f, (v1.n.ob[1] + v2.n.ob[1]) / 2.0f, (v1.n.ob[2] + v2.n.ob[2]) / 2.0f },
diff --git a/mm/2s2h/DeveloperTools/SaveEditor.cpp b/mm/2s2h/DeveloperTools/SaveEditor.cpp
index 1024b2028..40e0a0062 100644
--- a/mm/2s2h/DeveloperTools/SaveEditor.cpp
+++ b/mm/2s2h/DeveloperTools/SaveEditor.cpp
@@ -175,7 +175,7 @@ void UpdateGameTime(u16 gameTime) {
// Clear weather from day 2
gWeatherMode = WEATHER_MODE_CLEAR;
- gPlayState->envCtx.lightningState = LIGHTNING_LAST;
+ gPlayState->envCtx.lightningState = LIGHTNING_OFF;
// When transitioning over night boundaries, stop the sequences and ask to replay, then respawn actors
if (newTimeIsNight != prevTimeIsNight) {
@@ -448,7 +448,7 @@ void DrawGeneralTab() {
func_800FEAF4(&gPlayState->envCtx);
// Clear weather from day 2
gWeatherMode = WEATHER_MODE_CLEAR;
- gPlayState->envCtx.lightningState = LIGHTNING_LAST;
+ gPlayState->envCtx.lightningState = LIGHTNING_OFF;
}
}
// Time speed slider
diff --git a/mm/2s2h/DeveloperTools/WarpPoint.cpp b/mm/2s2h/DeveloperTools/WarpPoint.cpp
index fa0de177e..98ce5cc9d 100644
--- a/mm/2s2h/DeveloperTools/WarpPoint.cpp
+++ b/mm/2s2h/DeveloperTools/WarpPoint.cpp
@@ -49,9 +49,9 @@ void Warp() {
gSaveContext.fileNum = 0xFF;
MapSelect_LoadGame((MapSelectState*)gGameState, CVarGetInteger(WARP_POINT_CVAR "Entrance", 0), 0);
} else {
- // The else case, and the rest of this function is primarly relevant code copied from Play_SetRespawnData and
+ // The else case, and the rest of this function is primarily relevant code copied from Play_SetRespawnData and
// func_80169EFC, minus the parts that copy scene flags to scene we are warping to (this is obviously
- // undesireable)
+ // undesirable)
gPlayState->nextEntrance = Entrance_Create(entrance >> 9, 0, entrance & 0xF);
gPlayState->transitionTrigger = TRANS_TRIGGER_START;
gPlayState->transitionType = TRANS_TYPE_INSTANT;
diff --git a/mm/2s2h/Enhancements/Trackers/ItemTracker.cpp b/mm/2s2h/Enhancements/Trackers/ItemTracker.cpp
index 641ffb97e..d9acdc888 100644
--- a/mm/2s2h/Enhancements/Trackers/ItemTracker.cpp
+++ b/mm/2s2h/Enhancements/Trackers/ItemTracker.cpp
@@ -396,11 +396,11 @@ void ItemTrackerWindow::DrawItemsInRows(int columns) {
return;
}
if (mItemDrawModes[SECTION_INVENTORY] != ItemTrackerDisplayType::Hidden) {
- if (mItemDrawModes[SECTION_INVENTORY] == ItemTrackerDisplayType::Seperate) {
+ if (mItemDrawModes[SECTION_INVENTORY] == ItemTrackerDisplayType::Separate) {
BeginFloatingWindows("Items");
}
advancedBy = DrawItems(6, mainWindowPos);
- if (mItemDrawModes[SECTION_INVENTORY] == ItemTrackerDisplayType::Seperate) {
+ if (mItemDrawModes[SECTION_INVENTORY] == ItemTrackerDisplayType::Separate) {
EndFloatingWindows();
} else {
mainWindowPos += advancedBy;
@@ -409,12 +409,12 @@ void ItemTrackerWindow::DrawItemsInRows(int columns) {
if (mItemDrawModes[SECTION_MASKS] != ItemTrackerDisplayType::Hidden) {
int drawPos = mainWindowPos;
- if (mItemDrawModes[SECTION_MASKS] == ItemTrackerDisplayType::Seperate) {
+ if (mItemDrawModes[SECTION_MASKS] == ItemTrackerDisplayType::Separate) {
drawPos = 0;
BeginFloatingWindows("Masks");
}
advancedBy = DrawMasks(6, drawPos);
- if (mItemDrawModes[SECTION_MASKS] == ItemTrackerDisplayType::Seperate) {
+ if (mItemDrawModes[SECTION_MASKS] == ItemTrackerDisplayType::Separate) {
EndFloatingWindows();
} else {
mainWindowPos += advancedBy;
@@ -423,12 +423,12 @@ void ItemTrackerWindow::DrawItemsInRows(int columns) {
if (mItemDrawModes[SECTION_SONGS] != ItemTrackerDisplayType::Hidden) {
int drawPos = mainWindowPos;
- if (mItemDrawModes[SECTION_SONGS] == ItemTrackerDisplayType::Seperate) {
+ if (mItemDrawModes[SECTION_SONGS] == ItemTrackerDisplayType::Separate) {
drawPos = 0;
BeginFloatingWindows("Songs");
}
advancedBy = DrawSongs(5, drawPos);
- if (mItemDrawModes[SECTION_SONGS] == ItemTrackerDisplayType::Seperate) {
+ if (mItemDrawModes[SECTION_SONGS] == ItemTrackerDisplayType::Separate) {
EndFloatingWindows();
} else {
mainWindowPos += advancedBy;
@@ -437,12 +437,12 @@ void ItemTrackerWindow::DrawItemsInRows(int columns) {
if (mItemDrawModes[SECTION_DUNGEON] != ItemTrackerDisplayType::Hidden) {
int drawPos = mainWindowPos;
- if (mItemDrawModes[SECTION_DUNGEON] == ItemTrackerDisplayType::Seperate) {
+ if (mItemDrawModes[SECTION_DUNGEON] == ItemTrackerDisplayType::Separate) {
drawPos = 0;
BeginFloatingWindows("Dungeon Items");
}
advancedBy = DrawDungeonItemsVert(6, drawPos);
- if (mItemDrawModes[SECTION_DUNGEON] == ItemTrackerDisplayType::Seperate) {
+ if (mItemDrawModes[SECTION_DUNGEON] == ItemTrackerDisplayType::Separate) {
EndFloatingWindows();
} else {
mainWindowPos += advancedBy;
diff --git a/mm/2s2h/Enhancements/Trackers/ItemTracker.h b/mm/2s2h/Enhancements/Trackers/ItemTracker.h
index 6f8cbe1c5..3203c405c 100644
--- a/mm/2s2h/Enhancements/Trackers/ItemTracker.h
+++ b/mm/2s2h/Enhancements/Trackers/ItemTracker.h
@@ -10,7 +10,7 @@ typedef enum class TrackerWindowType : uint8_t {
typedef enum class ItemTrackerDisplayType : int8_t {
Hidden,
MainWindow,
- Seperate,
+ Separate,
} ItemTrackerDisplayType;
typedef enum {