Fix the various 'targetting' spelling errors.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@2360 127b21dd-08f5-0310-b4b7-95ae10353056master
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28bc447fc5
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734938237f
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@ -13,7 +13,7 @@ Gameplay
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* Interface change: While in flight, pressing H from the local galaxy map will
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initiate hyperspace jumps - before, the player had to exit the map to do so.
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* Added new equipment: Wormhole Scanner.
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* Implemented targetting of nearest incoming missile. This is activated using
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* Implemented targeting of nearest incoming missile. This is activated using
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Shift+T or an assigned joystick button.
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* Sell/buy as much as possible on the F8 screen via Shift+left/right. Prefer
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to buy with Shift+Return.
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@ -869,11 +869,11 @@ flown forward in 10 seconds of flying at maximum speed (note that actual speed i
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<td>Property change</td><td><code>desired_range</code></td><td>Is set to 10 kms if the ship decides to flee.</td>
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</tr>
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<tr>
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<td>Message</td><td><code>FLEEING</code></td><td>If the missile is targetted at the AI's ship or one of it's group, and the
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<td>Message</td><td><code>FLEEING</code></td><td>If the missile is targeted at the AI's ship or one of it's group, and the
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AI's ship does not have an ECM.</td>
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</tr>
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<tr>
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<td colspan="3">If a missile is in flight and is targetting the AI's ship or another ship in
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<td colspan="3">If a missile is in flight and is targeting the AI's ship or another ship in
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it's group, all ships in the group have their <code class="prop">found_target</code> and
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<code class="prop">primary_aggressor</code> properties changed to that missle.</p>
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<p>The first missle found is dealt with, range and bearing are not taken into account.</p>
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@ -331,7 +331,7 @@
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<integer>23950</integer>
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<string>Wormhole Scanner</string>
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<string>EQ_WORMHOLE_SCANNER</string>
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<string>The Mössbauer-Krantz Works wormhole scanner integrates into your existing targetting system. It analyzes the residual energy of a wormhole and, in combination with your Galactic Map software, calculates the most likely target system.</string>
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<string>The Mössbauer-Krantz Works wormhole scanner integrates into your existing targeting system. It analyzes the residual energy of a wormhole and, in combination with your Galactic Map software, calculates the most likely target system.</string>
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<dict>
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<key>available_to_all</key>
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<true/>
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@ -4,7 +4,7 @@
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<dict>
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<key>dials</key><!-- these are drawn, in order, after the legends -->
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<array>
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<dict><!-- Targetting enhancement -->
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<dict><!-- Targeting enhancement -->
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<key>equipment_required</key>
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<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
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<key>selector</key>
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@ -4,7 +4,7 @@
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crosshair_color = "greenColor";
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dials = //these are drawn, in order, after the legends
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(
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{ // Targetting enhancement
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{ // Targeting enhancement
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equipment_required = "EQ_SCANNER_SHOW_MISSILE_TARGET";
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selector = "drawTargetReticle:";
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},
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@ -116,7 +116,7 @@ static PlayerEntity *sSharedPlayer = nil;
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- (void) performLaunchingUpdates:(OOTimeDelta)delta_t;
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- (void) performDockingUpdates:(OOTimeDelta)delta_t;
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- (void) performDeadUpdates:(OOTimeDelta)delta_t;
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- (void) updateTargetting;
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- (void) updateTargeting;
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- (BOOL) isValidTarget:(Entity*)target;
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#if WORMHOLE_SCANNER
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- (void) addScannedWormhole:(WormholeEntity*)wormhole;
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@ -1316,7 +1316,7 @@ static PlayerEntity *sSharedPlayer = nil;
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// TODO: this should probably be called from performInFlightUpdates: instead. -- Ahruman 20080322
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// Moved to performInFlightUpdates. -- Micha 20090403
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//[self updateTargetting];
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//[self updateTargeting];
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#if WORMHOLE_SCANNER
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[self updateWormholes];
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#endif
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@ -1788,7 +1788,7 @@ static PlayerEntity *sSharedPlayer = nil;
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}
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[self moveForward:delta_t*flightSpeed];
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[self updateTargetting];
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[self updateTargeting];
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}
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@ -1963,13 +1963,13 @@ static PlayerEntity *sSharedPlayer = nil;
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return NO;
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}
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// Check for lost targetting - both on the ships' main target as well as each
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// Check for lost targeting - both on the ships' main target as well as each
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// missile.
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// If we're actively scanning and we don't have a current target, then check
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// to see if we've locked onto a new target.
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// Finally, if we have a target and it's a wormhole, check whether we have more
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// information
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- (void) updateTargetting
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- (void) updateTargeting
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{
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// check for lost ident target and ensure the ident system is actually scanning
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if (ident_engaged && [self primaryTargetID] != NO_TARGET)
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@ -2778,7 +2778,7 @@ static PlayerEntity *sSharedPlayer = nil;
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int next_missile = (activeMissile + i) % max_missiles;
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if (missile_entity[next_missile])
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{
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// If we don't have the multi-targetting module installed, clear the active missiles' target
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// If we don't have the multi-targeting module installed, clear the active missiles' target
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if( ![self hasEquipmentItem:@"EQ_MULTI_TARGET"] && [missile_entity[activeMissile] isMissile] )
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{
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[missile_entity[activeMissile] removeTarget:nil];
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@ -702,13 +702,13 @@ static NSTimeInterval time_last_frame;
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else target_incoming_missile_pressed = NO;
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#endif
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// shoot 't' // switch on missile targetting
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// shoot 't' // switch on missile targeting
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if (([gameView isDown:key_target_missile] || joyButtonState[BUTTON_ARMMISSILE])&&(missile_entity[activeMissile]))
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{
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// targetting 'on' here
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// targeting 'on' here
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if (!target_missile_pressed)
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{
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// Clear current target if we're already in Missile Targetting mode
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// Clear current target if we're already in Missile Targeting mode
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if (missile_status != MISSILE_STATUS_SAFE)
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{
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primaryTarget = NO_TARGET;
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@ -744,12 +744,12 @@ static NSTimeInterval time_last_frame;
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}
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else target_missile_pressed = NO;
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// shoot 'u' // disarm missile targetting
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// shoot 'u' // disarm missile targeting
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if ([gameView isDown:key_untarget_missile] || joyButtonState[BUTTON_UNARM])
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{
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if (!safety_pressed)
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{
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//targetting off in both cases!
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//targeting off in both cases!
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primaryTarget = NO_TARGET;
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[self safeAllMissiles];
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if (!ident_engaged)
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@ -258,7 +258,7 @@ MA 02110-1301, USA.
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- (void) scanForHostiles
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{
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/*-- Locates all the ships in range targetting the receiver and chooses the nearest --*/
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/*-- Locates all the ships in range targeting the receiver and chooses the nearest --*/
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found_target = NO_TARGET;
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found_hostiles = 0;
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@ -1684,7 +1684,7 @@ static WormholeEntity *whole = nil;
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return;
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}
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/*-- Locates all the ships in range targetting the mother ship and chooses the nearest/biggest --*/
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/*-- Locates all the ships in range targeting the mother ship and chooses the nearest/biggest --*/
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found_target = NO_TARGET;
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found_hostiles = 0;
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[self checkScanner];
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