Comment typofixes, pt 3

This commit is contained in:
Pasi Kallinen
2015-10-17 13:47:25 +03:00
parent f056bdb429
commit 66dd87454b
19 changed files with 23 additions and 23 deletions

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@@ -43,7 +43,7 @@ typedef struct stairway { /* basic stairway identifier */
#define LR_UPTELE 5
#define LR_DOWNTELE 6
typedef struct dest_area { /* non-stairway level change indentifier */
typedef struct dest_area { /* non-stairway level change identifier */
xchar lx, ly; /* "lower" left corner (near [0,0]) */
xchar hx, hy; /* "upper" right corner (near [COLNO,ROWNO]) */
xchar nlx, nly; /* outline of invalid area */

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@@ -402,7 +402,7 @@ struct cmd {
boolean num_pad; /* same as iflags.num_pad except during updates */
boolean pcHack_compat; /* for numpad: affects 5, M-5, and M-0 */
boolean phone_layout; /* inverted keypad: 1,2,3 above, 7,8,9 below */
boolean swap_yz; /* German keyboads; use z to move NW, y to zap */
boolean swap_yz; /* German keyboards; use z to move NW, y to zap */
char move_W, move_NW, move_N, move_NE, move_E, move_SE, move_S, move_SW;
const char *dirchars; /* current movement/direction characters */
const char *alphadirchars; /* same as dirchars if !numpad */

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@@ -1395,7 +1395,7 @@ dorub()
/* bones preparation: perform the lamp transformation
before releasing the djinni in case the latter turns out
to be fatal (a hostile djinni has no chance to attack yet,
but an indebtted one who grants a wish might bestow an
but an indebted one who grants a wish might bestow an
artifact which blasts the hero with lethal results) */
uwep->otyp = OIL_LAMP;
uwep->spe = 0; /* for safety */

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@@ -2016,7 +2016,7 @@ int dropflag; /* 0==don't drop, 1==drop all, 2==drop weapon */
/*
* TODO? Force off gloves if either or both rings are going to
* become unworn; force off cloak [suit] before suit [shirt].
* The torso handling is hyphothetical; the case for gloves is
* The torso handling is hypothetical; the case for gloves is
* not, due to the possibility of unwearing silver rings.
*/

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@@ -1016,7 +1016,7 @@ acurrstr()
/* when wearing (or taking off) an unID'd item, this routine is used
to distinguish between observable +0 result and no-visible-effect
due to an attribute not being able to exceed maximum or minimun */
due to an attribute not being able to exceed maximum or minimum */
boolean
extremeattr(attrindx) /* does attrindx's value match its max or min? */
int attrindx;

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@@ -860,7 +860,7 @@ dodown()
return 0;
}
/* Levitation might be blocked, but player can still use '>' to
turn off controlled levitaiton */
turn off controlled levitation */
if (HLevitation || ELevitation) {
if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
/* end controlled levitation */

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@@ -1397,7 +1397,7 @@ register struct obj *obj; /* thrownobj or kickedobj or uwep */
disttmp = -4;
tmp += disttmp;
/* gloves are a hinderance to proper use of bows */
/* gloves are a hindrance to proper use of bows */
if (uarmg && uwep && objects[uwep->otyp].oc_skill == P_BOW) {
switch (uarmg->otyp) {
case GAUNTLETS_OF_POWER: /* metal */

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@@ -2473,7 +2473,7 @@ int reason; /* how hero died; used when disclosing end-of-game level */
winid win;
int lastdun = -1;
/* lazy intialization */
/* lazy initialization */
(void) recalc_mapseen();
win = create_nhwindow(NHW_MENU);

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@@ -1588,7 +1588,7 @@ register struct obj *otmp;
}
if (!mons[otmp->corpsenm].cnutrit) {
/* no nutrution: rots away, no message if you passed out */
/* no nutrition: rots away, no message if you passed out */
if (!retcode)
pline_The("corpse rots away completely.");
if (carried(otmp))

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@@ -1434,7 +1434,7 @@ domove()
boulder = sobj_at(BOULDER, x, y);
/* if a statue is displayed at the target location,
player is attempting to attack it [and boulder
handlng below is suitable for handling that] */
handling below is suitable for handling that] */
if (glyph_is_statue(glyph)
|| (Hallucination && glyph_is_monster(glyph)))
boulder = sobj_at(STATUE, x, y);

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@@ -1628,7 +1628,7 @@ nextclass:
* otmp2 = otmp->nobj;
* ...
* }
* is inadeqate here. Use each object's bypass bit to keep
* is inadequate here. Use each object's bypass bit to keep
* track of which list elements have already been processed.
*/
bypass_objlist(*objchn, FALSE); /* clear chain's bypass bits */
@@ -2718,7 +2718,7 @@ boolean picked_some;
drift ? "" : onwhat);
}
if (dfeature && !drift && !strcmp(dfeature, surface(u.ux, u.uy)))
dfeature = 0; /* ice already identifed */
dfeature = 0; /* ice already identified */
if (!can_reach_floor(TRUE)) {
pline("But you can't reach it!");
return (0);

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@@ -640,7 +640,7 @@ register struct attack *mattk;
(void) snuff_lit(obj);
/*
* All of this maniuplation is needed to keep the display correct.
* All of this manipulation is needed to keep the display correct.
* There is a flush at the next pline().
*/
ax = magr->mx;

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@@ -839,7 +839,7 @@ skip0:
/* put box/chest inside;
* 40% chance for at least 1 box, regardless of number
* of rooms; about 5 - 7.5% for 2 boxes, least likely
* when few rooms; chance for 3 or more is neglible.
* when few rooms; chance for 3 or more is negligible.
*/
if (!rn2(nroom * 5 / 2))
(void) mksobj_at((rn2(3)) ? LARGE_BOX : CHEST, somex(croom),

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@@ -3046,7 +3046,7 @@ struct permonst *mdat;
}
/* make a chameleon take on another shape, or a polymorph target
(possibly self-infliced) become a different monster;
(possibly self-inflicted) become a different monster;
returns 1 if it actually changes form */
int
newcham(mtmp, mdat, polyspot, msg)

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@@ -4130,7 +4130,7 @@ boolean altusage; /* some items have an "alternate" use with different cost */
if (otmp->otyp == MAGIC_LAMP) { /* 1 */
/* normal use (ie, as light source) of a magic lamp never
degrades its value, but not charging anything would make
identifcation too easy; charge an amount comparable to
identification too easy; charge an amount comparable to
what is charged for an ordinary lamp (don't bother with
angry shk surchage) */
if (!altusage)

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@@ -2856,7 +2856,7 @@ long hmask, emask; /* might cancel timeout */
* is based on air currents. This is
* consistent with that.
* The unexpected additional force of the
* air currents once leviation
* air currents once levitation
* ceases knocks you off your feet.
*/
if (Hallucination)

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@@ -811,7 +811,7 @@ int control;
* the glyph -- E.g. darken room spot, etc.
* o If we now could see the location (yet the location is not
* lit), but previously we couldn't see the location, or vice
* versa. Update the spot because there there may be an infared
* versa. Update the spot because there there may be an infrared
* monster there.
*/
else {

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@@ -337,7 +337,7 @@ register struct monst *mtmp;
}
/* fall through :-) */
case STRAT_NONE: /* harrass */
case STRAT_NONE: /* harass */
if (!rn2(!mtmp->mflee ? 5 : 33))
mnexto(mtmp);
return (0);

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@@ -1375,11 +1375,11 @@ int id;
otmp->corpsenm = NON_PM;
otmp->spe = 0;
/* now change it into something layed by the hero */
/* now change it into something laid by the hero */
while (tryct--) {
mnum = can_be_hatched(random_monster());
if (mnum != NON_PM && !dead_species(mnum, TRUE)) {
otmp->spe = 1; /* layed by hero */
otmp->spe = 1; /* laid by hero */
set_corpsenm(otmp, mnum); /* also sets hatch timer */
break;
}
@@ -2388,7 +2388,7 @@ boolean ordinary;
}
/*
* It is possible that we can now merge some inventory.
* Do a higly paranoid merge. Restart from the beginning
* Do a highly paranoid merge. Restart from the beginning
* until no merges.
*/
do {
@@ -2875,7 +2875,7 @@ int dmg; /* base amount to be adjusted by bonus or penalty */
{
int intell = ACURR(A_INT);
/* Punish low intellegence before low level else low intellegence
/* Punish low intelligence before low level else low intelligence
gets punished only when high level */
if (intell <= 9) {
/* -3 penalty, but never reduce combined amount below 1