more spelling and inconsistency corrections; comments and elsewhere

This commit is contained in:
nhmall
2026-01-11 21:12:25 -05:00
parent 904e3ffe67
commit c62d76b776
17 changed files with 68 additions and 68 deletions

View File

@@ -1643,7 +1643,7 @@ do_osshock(struct obj *obj)
go.obj_zapped = TRUE;
if (gp.poly_zapped < 0) {
/* some may metamorphosize */
/* some may metamorphose */
for (i = obj->quan; i; i--)
if (!rn2(Luck + 45)) {
gp.poly_zapped = objects[obj->otyp].oc_material;
@@ -1714,7 +1714,7 @@ poly_obj(struct obj *obj, int id)
if (obj->otyp == UNICORN_HORN && obj->degraded_horn)
magic_obj = 0;
/* Try up to 3 times to make the magic-or-not status of
the new item be the same as it was for the old one. */
the new item the same as the old item. */
otmp = (struct obj *) 0;
do {
if (otmp)
@@ -1736,7 +1736,7 @@ poly_obj(struct obj *obj, int id)
/* preserve quantity */
otmp->quan = obj->quan;
/* preserve the shopkeepers (lack of) interest */
/* preserve the shopkeeper's (lack of) interest */
otmp->no_charge = obj->no_charge;
/* preserve inventory letter if in inventory */
if (obj_location == OBJ_INVENT)
@@ -2005,7 +2005,7 @@ stone_to_flesh_obj(struct obj *obj) /* nonnull */
return 0;
(void) get_obj_location(obj, &oox, &ooy, 0);
/* add more if stone objects are added.. */
/* add more if stone objects are added... */
switch (objects[obj->otyp].oc_class) {
case ROCK_CLASS: /* boulders and statues */
case TOOL_CLASS: /* figurines */
@@ -3490,7 +3490,7 @@ spell_damage_bonus(
}
/*
* Generate the to hit bonus for a spell. Based on the hero's skill in
* Generate the to-hit bonus for a spell. Based on the hero's skill in
* spell class and dexterity.
*/
staticfn int
@@ -3986,7 +3986,7 @@ bhit(
through instead of stop so we call flash_hits_mon()
directly rather than returning mtmp back to caller.
That allows the flash to keep on going. Note that we
use mtmp->minvis not canspotmon() because it makes no
use mtmp->minvis, not canspotmon(), because it makes no
difference whether hero can see the monster or not. */
if (mtmp->minvis) {
obj->ox = u.ux, obj->oy = u.uy;
@@ -4731,7 +4731,7 @@ dobuzz(
int spell_type;
int hdmgtype = Hallucination ? rn2(6) : damgtype;
/* if it's a Hero Spell then get its SPE_TYPE */
/* if it's a hero spell then get its SPE_TYPE */
spell_type = is_hero_spell(type) ? SPE_MAGIC_MISSILE + damgtype : 0;
if (u.uswallow) {