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authorMalkierian <malkierian@gmail.com>2025-04-08 07:13:08 -0700
committerGitHub <noreply@github.com>2025-04-08 10:13:08 -0400
commitae7654cb0e1efb7a2d09c0d599e0619fa08879c2 (patch)
tree932cb664a822b41ee78abaa9a169e8474c404222
parent71bd48cba91e93492075e63eea6b530d74c9e78e (diff)
Change check total array types to s16 to handle more check totals (thanks storage temple). (#5348)
Fix typos regarding `overridden` in various parts of the codebase.
-rw-r--r--soh/soh/Enhancements/randomizer/hook_handlers.cpp2
-rw-r--r--soh/soh/Enhancements/randomizer/option.h2
-rw-r--r--soh/soh/Enhancements/randomizer/randomizer_check_tracker.cpp8
-rw-r--r--soh/soh/Enhancements/randomizer/randomizer_entrance_tracker.cpp2
-rw-r--r--soh/src/overlays/gamestates/ovl_select/z_select.c4
5 files changed, 9 insertions, 9 deletions
diff --git a/soh/soh/Enhancements/randomizer/hook_handlers.cpp b/soh/soh/Enhancements/randomizer/hook_handlers.cpp
index 5a803f39b..4c96d839d 100644
--- a/soh/soh/Enhancements/randomizer/hook_handlers.cpp
+++ b/soh/soh/Enhancements/randomizer/hook_handlers.cpp
@@ -1632,7 +1632,7 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
gPlayState->actorCtx.flags.tempCollect = 0;
// If the respawnFlag is set for a grotto return, we don't want the void out to happen.
- // Set the data flag to one to prevent the respawn point from being overriden by dungeon doors.
+ // Set the data flag to one to prevent the respawn point from being overridden by dungeon doors.
if (gSaveContext.respawnFlag == 2) {
gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 1;
*should = false;
diff --git a/soh/soh/Enhancements/randomizer/option.h b/soh/soh/Enhancements/randomizer/option.h
index d92fa4473..507729498 100644
--- a/soh/soh/Enhancements/randomizer/option.h
+++ b/soh/soh/Enhancements/randomizer/option.h
@@ -302,7 +302,7 @@ class Option {
/**
* @brief Automatically renders a widget for this option in ImGui, based on the various
* properties of this Option. Typically, Bool options are rendered as Checkboxes and
- * U8 options are rendered as Comboboxes, but this can be overriden during construction with
+ * U8 options are rendered as Comboboxes, but this can be overridden during construction with
* the `widgetType` property.
*/
bool RenderImGui();
diff --git a/soh/soh/Enhancements/randomizer/randomizer_check_tracker.cpp b/soh/soh/Enhancements/randomizer/randomizer_check_tracker.cpp
index 5eeabb99c..6be7f8f40 100644
--- a/soh/soh/Enhancements/randomizer/randomizer_check_tracker.cpp
+++ b/soh/soh/Enhancements/randomizer/randomizer_check_tracker.cpp
@@ -137,9 +137,9 @@ std::map<RandomizerCheckArea, std::vector<RandomizerCheck>> checksByArea;
bool areasFullyChecked[RCAREA_INVALID];
u32 areasSpoiled = 0;
bool showVOrMQ;
-s8 areaChecksGotten[RCAREA_INVALID]; //| "Kokiri Forest (4/9)"
-s8 areaChecksAvailable[RCAREA_INVALID];
-s8 areaCheckTotals[RCAREA_INVALID];
+s16 areaChecksGotten[RCAREA_INVALID]; //| "Kokiri Forest (4/9)"
+s16 areaChecksAvailable[RCAREA_INVALID];
+s16 areaCheckTotals[RCAREA_INVALID];
uint16_t totalChecks = 0;
uint16_t totalChecksAvailable = 0;
uint16_t totalChecksGotten = 0;
@@ -1932,7 +1932,7 @@ void ImGuiDrawTwoColorPickerSection(const char* text, const char* cvarMainName,
"Hidden", cvarHideName,
UIWidgets::CheckboxOptions(
{ { .tooltip = "When active, checks will hide by default when updated to this state. Can "
- "be overriden with the \"Show Hidden Items\" option." } })
+ "be overridden with the \"Show Hidden Items\" option." } })
.Color(theme));
ImGui::PopID();
}
diff --git a/soh/soh/Enhancements/randomizer/randomizer_entrance_tracker.cpp b/soh/soh/Enhancements/randomizer/randomizer_entrance_tracker.cpp
index c8e12f449..f93172647 100644
--- a/soh/soh/Enhancements/randomizer/randomizer_entrance_tracker.cpp
+++ b/soh/soh/Enhancements/randomizer/randomizer_entrance_tracker.cpp
@@ -423,7 +423,7 @@ bool IsEntranceDiscovered(s16 index) {
bool isDiscovered = Entrance_GetIsEntranceDiscovered(index);
if (!isDiscovered) {
// If the pair included one of the hyrule field <-> zora's river entrances,
- // the randomizer will have also overriden the water-based entrances, so check those too
+ // the randomizer will have also overridden the water-based entrances, so check those too
if ((index == ENTR_ZORAS_RIVER_WEST_EXIT && Entrance_GetIsEntranceDiscovered(ENTR_ZORAS_RIVER_3)) ||
(index == ENTR_ZORAS_RIVER_3 && Entrance_GetIsEntranceDiscovered(ENTR_ZORAS_RIVER_WEST_EXIT))) {
isDiscovered = true;
diff --git a/soh/src/overlays/gamestates/ovl_select/z_select.c b/soh/src/overlays/gamestates/ovl_select/z_select.c
index 3e1fcf220..e08ba7c97 100644
--- a/soh/src/overlays/gamestates/ovl_select/z_select.c
+++ b/soh/src/overlays/gamestates/ovl_select/z_select.c
@@ -40,7 +40,7 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
gSaveContext.entranceIndex = entranceIndex;
- // Check the entrance to see if the exit should be overriden to a grotto return point for entrance rando
+ // Check the entrance to see if the exit should be overridden to a grotto return point for entrance rando
if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
// Ignore return value as we want to load into the entrance specified by the debug menu
Grotto_OverrideSpecialEntrance(Entrance_GetOverride(entranceIndex));
@@ -105,7 +105,7 @@ void Select_Grotto_LoadGame(SelectContext* this, s32 grottoIndex) {
gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = 0x4ff;
gSaveContext.respawn[RESPAWN_MODE_RETURN].pos = this->betterGrottos[grottoIndex].pos;
- // Check the entrance to see if the exit should be overriden to a grotto return point for entrance rando
+ // Check the entrance to see if the exit should be overridden to a grotto return point for entrance rando
if (IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ENTRANCES)) {
// Use grotto content and parent scene num to identify the right grotto
s16 grottoEntrance = Grotto_GetRenamedGrottoIndexFromOriginal(this->betterGrottos[grottoIndex].data,