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-rw-r--r--src/map/unit.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/map/unit.c b/src/map/unit.c
index e22d6f697..95feb2a1d 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -244,7 +244,7 @@ int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) {
{
if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER))
{ //Skill used, abort walking
- clif->fixpos(bl); //Fix position as walk has been cancelled.
+ clif->fixpos(bl); //Fix position as walk has been canceled.
return 0;
}
//Resend walk packet for proper Self Destruction display.
@@ -869,7 +869,7 @@ int unit_stop_walking(struct block_list *bl,int type)
return 0;
//NOTE: We are using timer data after deleting it because we know the
//timer->delete function does not messes with it. If the function's
- //behaviour changes in the future, this code could break!
+ //behavior changes in the future, this code could break!
td = timer->get(ud->walktimer);
timer->delete(ud->walktimer, unit->walktoxy_timer);
ud->walktimer = INVALID_TIMER;
@@ -892,7 +892,7 @@ int unit_stop_walking(struct block_list *bl,int type)
if(bl->type == BL_PET && type&~0xff)
ud->canmove_tick = timer->gettick() + (type>>8);
- //Readded, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin]
+ //Read, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin]
if (ud->state.running) {
status_change_end(bl, SC_RUN, INVALID_TIMER);
status_change_end(bl, SC_WUGDASH, INVALID_TIMER);
@@ -1250,7 +1250,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
if (!temp) //Stop attack on non-combo skills [Skotlex]
unit->stop_attack(src);
- else if(ud->attacktimer != INVALID_TIMER) //Elsewise, delay current attack sequence
+ else if(ud->attacktimer != INVALID_TIMER) //Else-wise, delay current attack sequence
ud->attackabletime = tick + status_get_adelay(src);
ud->state.skillcastcancel = castcancel;
@@ -1366,7 +1366,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
}
if(!ud->state.running) //need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026
- unit->stop_walking(src,1);// eventhough this is not how official works but this will do the trick. bugreport:6829
+ unit->stop_walking(src,1);// even though this is not how official works but this will do the trick. bugreport:6829
// in official this is triggered even if no cast time.
clif->skillcasting(src, src->id, target_id, 0,0, skill_id, skill->get_ele(skill_id, skill_lv), casttime);
@@ -1375,7 +1375,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
if (sd && target->type == BL_MOB)
{
TBL_MOB *md = (TBL_MOB*)target;
- mob->skill_event(md, src, tick, -1); //Cast targetted skill event.
+ mob->skill_event(md, src, tick, -1); //Cast targeted skill event.
if (tstatus->mode&(MD_CASTSENSOR_IDLE|MD_CASTSENSOR_CHASE) &&
battle->check_target(target, src, BCT_ENEMY) > 0)
{
@@ -1470,7 +1470,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
if( skill->not_ok(skill_id, sd) || !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
return 0;
/**
- * "WHY IS IT HEREE": pneuma cannot be cancelled past this point, the client displays the animation even,
+ * "WHY IS IT HEREE": pneuma cannot be canceled past this point, the client displays the animation even,
* if we cancel it from nodamage_id, so it has to be here for it to not display the animation.
**/
if( skill_id == AL_PNEUMA && map->getcell(src->m, skill_x, skill_y, CELL_CHKLANDPROTECTOR) ) {
@@ -1648,7 +1648,7 @@ int unit_attack(struct block_list *src,int target_id,int continuous) {
ud->state.attack_continue = continuous;
unit->set_target(ud, target_id);
- if (continuous) //If you're to attack continously, set to auto-case character
+ if (continuous) //If you're to attack continuously, set to auto-case character
ud->chaserange = status_get_range(src);
//Just change target/type. [Skotlex]
@@ -1938,7 +1938,7 @@ int unit_attack_timer(int tid, int64 tick, int id, intptr_t data) {
/*==========================================
* Cancels an ongoing skill cast.
* flag&1: Cast-Cancel invoked.
- * flag&2: Cancel only if skill is cancellable.
+ * flag&2: Cancel only if skill is can be cancel.
*------------------------------------------*/
int unit_skillcastcancel(struct block_list *bl,int type)
{
@@ -1954,7 +1954,7 @@ int unit_skillcastcancel(struct block_list *bl,int type)
sd = BL_CAST(BL_PC, bl);
if (type&2) {
- //See if it can be cancelled.
+ //See if it can be canceled.
if (!ud->state.skillcastcancel)
return 0;
@@ -2057,7 +2057,7 @@ int unit_changeviewsize(struct block_list *bl,short size)
/*==========================================
* Removes a bl/ud from the map.
* Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
- * if clrtype is 1 (death), appropiate cleanup is performed.
+ * if clrtype is 1 (death), appropriate cleanup is performed.
* Otherwise it is assumed bl is being warped.
* On-Kill specific stuff is not performed here, look at status->damage for that.
*------------------------------------------*/