Fix the various 'targetting' spelling errors.

git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@2360 127b21dd-08f5-0310-b4b7-95ae10353056
master
Michael Werle 2009-09-03 14:09:05 +00:00
parent 28bc447fc5
commit 734938237f
8 changed files with 19 additions and 19 deletions

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@ -13,7 +13,7 @@ Gameplay
* Interface change: While in flight, pressing H from the local galaxy map will
initiate hyperspace jumps - before, the player had to exit the map to do so.
* Added new equipment: Wormhole Scanner.
* Implemented targetting of nearest incoming missile. This is activated using
* Implemented targeting of nearest incoming missile. This is activated using
Shift+T or an assigned joystick button.
* Sell/buy as much as possible on the F8 screen via Shift+left/right. Prefer
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
<td>Property change</td><td><code>desired_range</code></td><td>Is set to 10 kms if the ship decides to flee.</td>
</tr>
<tr>
<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
<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
AI's ship does not have an ECM.</td>
</tr>
<tr>
<td colspan="3">If a missile is in flight and is targetting the AI's ship or another ship in
<td colspan="3">If a missile is in flight and is targeting the AI's ship or another ship in
it's group, all ships in the group have their <code class="prop">found_target</code> and
<code class="prop">primary_aggressor</code> properties changed to that missle.</p>
<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 @@
<integer>23950</integer>
<string>Wormhole Scanner</string>
<string>EQ_WORMHOLE_SCANNER</string>
<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>
<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>
<dict>
<key>available_to_all</key>
<true/>

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@ -4,7 +4,7 @@
<dict>
<key>dials</key><!-- these are drawn, in order, after the legends -->
<array>
<dict><!-- Targetting enhancement -->
<dict><!-- Targeting enhancement -->
<key>equipment_required</key>
<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
<key>selector</key>

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@ -4,7 +4,7 @@
crosshair_color = "greenColor";
dials = //these are drawn, in order, after the legends
(
{ // Targetting enhancement
{ // Targeting enhancement
equipment_required = "EQ_SCANNER_SHOW_MISSILE_TARGET";
selector = "drawTargetReticle:";
},

View File

@ -116,7 +116,7 @@ static PlayerEntity *sSharedPlayer = nil;
- (void) performLaunchingUpdates:(OOTimeDelta)delta_t;
- (void) performDockingUpdates:(OOTimeDelta)delta_t;
- (void) performDeadUpdates:(OOTimeDelta)delta_t;
- (void) updateTargetting;
- (void) updateTargeting;
- (BOOL) isValidTarget:(Entity*)target;
#if WORMHOLE_SCANNER
- (void) addScannedWormhole:(WormholeEntity*)wormhole;
@ -1316,7 +1316,7 @@ static PlayerEntity *sSharedPlayer = nil;
// TODO: this should probably be called from performInFlightUpdates: instead. -- Ahruman 20080322
// Moved to performInFlightUpdates. -- Micha 20090403
//[self updateTargetting];
//[self updateTargeting];
#if WORMHOLE_SCANNER
[self updateWormholes];
#endif
@ -1788,7 +1788,7 @@ static PlayerEntity *sSharedPlayer = nil;
}
[self moveForward:delta_t*flightSpeed];
[self updateTargetting];
[self updateTargeting];
}
@ -1963,13 +1963,13 @@ static PlayerEntity *sSharedPlayer = nil;
return NO;
}
// Check for lost targetting - both on the ships' main target as well as each
// Check for lost targeting - both on the ships' main target as well as each
// missile.
// If we're actively scanning and we don't have a current target, then check
// to see if we've locked onto a new target.
// Finally, if we have a target and it's a wormhole, check whether we have more
// information
- (void) updateTargetting
- (void) updateTargeting
{
// check for lost ident target and ensure the ident system is actually scanning
if (ident_engaged && [self primaryTargetID] != NO_TARGET)
@ -2778,7 +2778,7 @@ static PlayerEntity *sSharedPlayer = nil;
int next_missile = (activeMissile + i) % max_missiles;
if (missile_entity[next_missile])
{
// If we don't have the multi-targetting module installed, clear the active missiles' target
// If we don't have the multi-targeting module installed, clear the active missiles' target
if( ![self hasEquipmentItem:@"EQ_MULTI_TARGET"] && [missile_entity[activeMissile] isMissile] )
{
[missile_entity[activeMissile] removeTarget:nil];

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@ -702,13 +702,13 @@ static NSTimeInterval time_last_frame;
else target_incoming_missile_pressed = NO;
#endif
// shoot 't' // switch on missile targetting
// shoot 't' // switch on missile targeting
if (([gameView isDown:key_target_missile] || joyButtonState[BUTTON_ARMMISSILE])&&(missile_entity[activeMissile]))
{
// targetting 'on' here
// targeting 'on' here
if (!target_missile_pressed)
{
// Clear current target if we're already in Missile Targetting mode
// Clear current target if we're already in Missile Targeting mode
if (missile_status != MISSILE_STATUS_SAFE)
{
primaryTarget = NO_TARGET;
@ -744,12 +744,12 @@ static NSTimeInterval time_last_frame;
}
else target_missile_pressed = NO;
// shoot 'u' // disarm missile targetting
// shoot 'u' // disarm missile targeting
if ([gameView isDown:key_untarget_missile] || joyButtonState[BUTTON_UNARM])
{
if (!safety_pressed)
{
//targetting off in both cases!
//targeting off in both cases!
primaryTarget = NO_TARGET;
[self safeAllMissiles];
if (!ident_engaged)

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@ -258,7 +258,7 @@ MA 02110-1301, USA.
- (void) scanForHostiles
{
/*-- Locates all the ships in range targetting the receiver and chooses the nearest --*/
/*-- Locates all the ships in range targeting the receiver and chooses the nearest --*/
found_target = NO_TARGET;
found_hostiles = 0;
@ -1684,7 +1684,7 @@ static WormholeEntity *whole = nil;
return;
}
/*-- Locates all the ships in range targetting the mother ship and chooses the nearest/biggest --*/
/*-- Locates all the ships in range targeting the mother ship and chooses the nearest/biggest --*/
found_target = NO_TARGET;
found_hostiles = 0;
[self checkScanner];