diff options
author | Campbell Barton <ideasman42@gmail.com> | 2010-04-25 19:24:18 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2010-04-25 19:24:18 +0400 |
commit | 93f420b6669bd17646255b0990b0904681718da8 (patch) | |
tree | ff2a29c89a70496575e255a6f6a7d66bb4c2d16e /source/gameengine | |
parent | 93bc6fb829c4ee1e32f7891ec0b4989d908f45e2 (diff) |
correct typo's
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/GamePlayer/common/unix/GPU_Engine.h | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_RayCast.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Scene.cpp | 2 |
3 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/GamePlayer/common/unix/GPU_Engine.h b/source/gameengine/GamePlayer/common/unix/GPU_Engine.h index d5d8ffdb138..12fb70c84ef 100644 --- a/source/gameengine/GamePlayer/common/unix/GPU_Engine.h +++ b/source/gameengine/GamePlayer/common/unix/GPU_Engine.h @@ -34,7 +34,7 @@ #include <X11/Intrinsic.h> #include <X11/StringDefs.h> -#define Object DNA_Object // tricky stuff !!! but without it it doesn't compile... +#define Object DNA_Object // tricky stuff !!! but without it, it doesn't compile... #include "GPC_Engine.h" diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp index 58bb61a51a2..7562265a536 100644 --- a/source/gameengine/Ketsji/KX_RayCast.cpp +++ b/source/gameengine/Ketsji/KX_RayCast.cpp @@ -86,7 +86,7 @@ bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_ break; } - // The biggest danger to to endless loop, prevent this by checking that the + // The biggest danger to endless loop, prevent this by checking that the // hit point always progresses along the ray direction.. prevpoint -= callback.m_hitPoint; if (prevpoint.length2() < MT_EPSILON) diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 5249c91832e..f805b693d0b 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -530,7 +530,7 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class SG_IObject* node, class CVal // replica of the hierarchy in order to make cross-links work properly // ! // It is VERY important that the order of sensors and actuators in -// the replicated object is preserved: it is is used to reconnect the logic. +// the replicated object is preserved: it is used to reconnect the logic. // This method is more robust then using the bricks name in case of complex // group replication. The replication of logic bricks is done in // SCA_IObject::ReParentLogic(), make sure it preserves the order of the bricks. |