@@ -205,7 +205,7 @@ int AtomGroup::Create(MOSRotating *pOwnerMOSRotating, Material const *material,
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// If atoms are to be placed right at (below) the bitmap of the sprite.
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if (depth <= 0 )
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{
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- // First scan horizontally, and place Atom:s on outer silhouette edges.
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+ // First scan horizontally, and place Atoms on outer silhouette edges.
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for (y = 0 ; y < height; y += m_Resolution)
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{
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// Scan LEFT to RIGHT, placing one Atom on each first encountered silhouette edge
@@ -215,7 +215,7 @@ int AtomGroup::Create(MOSRotating *pOwnerMOSRotating, Material const *material,
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// Detect if we are crossing a silhouette boundary.
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if (getpixel (refSprite, x, y) != g_MaskColor)
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{
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- // Mark that an atom has been put in this location, to avoid duplicate Atom:s
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+ // Mark that an atom has been put in this location, to avoid duplicate Atoms
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putpixel (checkBitmap, x, y, 99 );
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AddAtomToGroup (x, y, spriteOffset, pOwnerMOSRotating, true );
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break ;
@@ -229,15 +229,15 @@ int AtomGroup::Create(MOSRotating *pOwnerMOSRotating, Material const *material,
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// Detect if we are crossing a silhouette boundary.
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if (getpixel (refSprite, x, y) != g_MaskColor)
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{
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- // Mark that an atom has been put in this location, to avoid duplicate Atom:s
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+ // Mark that an atom has been put in this location, to avoid duplicate Atoms
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putpixel (checkBitmap, x, y, 99 );
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AddAtomToGroup (x, y, spriteOffset, pOwnerMOSRotating, true );
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break ;
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}
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}
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}
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- // Then scan vertically, and place Atom:s on silhouette edge, but avoiding duplicates.
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+ // Then scan vertically, and place Atoms on silhouette edge, but avoiding duplicates.
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for (x = 0 ; x < width; x += m_Resolution)
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{
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// Scan TOP to BOTTOM, placing one Atom on each first encountered silhouette edge
@@ -352,7 +352,7 @@ int AtomGroup::Create(MOSRotating *pOwnerMOSRotating, Material const *material,
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// Depth is cleared in all directions, so go ahead and place Atom.
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if (clear && getpixel (checkBitmap, x, y) == g_MaskColor)
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{
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- // Mark that an atom has been put in this location, to avoid duplicate Atom:s
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+ // Mark that an atom has been put in this location, to avoid duplicate Atoms
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putpixel (checkBitmap, x, y, 99 );
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AddAtomToGroup (x, y, spriteOffset, pOwnerMOSRotating, false );
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}
@@ -574,7 +574,7 @@ void AtomGroup::Destroy(bool notInherited)
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// Friend operator: AtomGroup addition
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Addition operator overload for AtomGroup:s which adds together the
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- // Atom:s of two Groups and merges them into one.
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+ // Atoms of two Groups and merges them into one.
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AtomGroup operator+(const AtomGroup &lhs, const AtomGroup &rhs)
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{
@@ -589,7 +589,7 @@ AtomGroup operator+(const AtomGroup &lhs, const AtomGroup &rhs)
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// Friend operator: AtomGroup pointer addition
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Addition operator overload for AtomGroup:s pointer which adds together
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- // the Atom:s of two Groups pointed to and merges them into one.
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+ // the Atoms of two Groups pointed to and merges them into one.
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// Ownership of the returned dallocated AG IS TRANSFERRED!
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AtomGroup * operator+(const AtomGroup *lhs, const AtomGroup *rhs)
@@ -669,8 +669,8 @@ void AtomGroup::SetOwner(MOSRotating *newOwner)
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: AddAtoms
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Adds a list of new Atom:s to the internal list that makes up this group.
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- // Ownership of all Atom:s in the list IS NOT transferred!
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+ // Description: Adds a list of new Atoms to the internal list that makes up this group.
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+ // Ownership of all Atoms in the list IS NOT transferred!
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void AtomGroup::AddAtoms (const std::list<Atom *> &atomList, long int subID, const Vector &offset, const Matrix &offsetRotation)
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{
@@ -803,7 +803,7 @@ bool AtomGroup::IsIgnoringMOID(MOID which)
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: Travel
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Makes the group of Atom:s travel together and react when terrain is
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+ // Description: Makes the group of Atoms travel together and react when terrain is
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// hit. Effects are direcly applied to the owning MovableObject.
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float AtomGroup::Travel (const float travelTime,
@@ -834,7 +834,7 @@ float AtomGroup::Travel(const float travelTime,
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: Travel
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Makes the group of Atom:s travel together and react when terrain is
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+ // Description: Makes the group of Atoms travel together and react when terrain is
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// hit. Effects are applied to the passed in variables.
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float AtomGroup::Travel (Vector &position,
@@ -1144,7 +1144,7 @@ float AtomGroup::Travel(Vector &position,
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// Yes, MO hit. See if we already have another atom hitting this MO in this step.
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// If not, then create a new deque unique for that MO's ID
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- // and insert into the map of MO-hitting Atom:s .
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+ // and insert into the map of MO-hitting Atoms .
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if (!(hitMOAtoms.count (tempMOID)))
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{
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list<Atom *> newDeque;
@@ -1184,7 +1184,7 @@ float AtomGroup::Travel(Vector &position,
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if (hitTerrAtoms.empty () && hitMOAtoms.empty ())
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continue ;
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- // There are colliding Atom:s , therefore the group hit something.
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+ // There are colliding Atoms , therefore the group hit something.
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hitStep = true ;
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++hitCount;
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@@ -1207,7 +1207,7 @@ float AtomGroup::Travel(Vector &position,
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rotation += rotDelta * segProgress;
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// TERRAIN COLLISION RESPONSE /////////////////////////////////////////////////////
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- // Determine which of the colliding Atom:s will penetrate the terrain.
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+ // Determine which of the colliding Atoms will penetrate the terrain.
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bool somethingPenetrated = false ;
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do
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{
@@ -1444,7 +1444,7 @@ float AtomGroup::Travel(Vector &position,
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// Clear out the MOIDs from the ignore list.
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ClearMOIDIgnoreList ();
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- // If too many Atom:s are ignoring terrain, make a hole for the body so they won't
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+ // If too many Atoms are ignoring terrain, make a hole for the body so they won't
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int ignoreCount = 0 ;
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int maxIgnore = m_Atoms.size () / 2 ;
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for (const Atom *atom : m_Atoms)
@@ -1480,7 +1480,7 @@ float AtomGroup::Travel(Vector &position,
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: PushTravel
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Makes the group of Atom:s travel together and react when terrain is
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+ // Description: Makes the group of Atoms travel together and react when terrain is
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// hit. Effects are applied to the passed in variables. This is the
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// version that doesn't do rotations, only translational effect.
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@@ -1776,7 +1776,7 @@ before adding them to the MovableMan.
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if (hitTerrAtoms.empty () && hitMOAtoms.empty ())
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continue ;
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- // There are colliding Atom:s , therefore the group hit something.
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+ // There are colliding Atoms , therefore the group hit something.
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hitPos[X] = intPos[X];
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hitPos[Y] = intPos[Y];
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++hitCount;
@@ -1905,7 +1905,7 @@ before adding them to the MovableMan.
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}
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// TERRAIN COLLISION RESPONSE /////////////////////////////////////////////////////
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- // Determine which of the colliding Atom:s will penetrate the terrain.
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+ // Determine which of the colliding Atoms will penetrate the terrain.
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bool somethingPenetrated = false ;
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do {
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somethingPenetrated = false ;
@@ -1930,7 +1930,7 @@ before adding them to the MovableMan.
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} while (!hitTerrAtoms.empty () && somethingPenetrated);
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// TERRAIN BOUNCE //////////////////////////////////////////////////////////////////
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- // If some Atom:s could not penetrate even though all the mass was on them,
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+ // If some Atoms could not penetrate even though all the mass was on them,
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// gather the bounce results and apply them to the owner.
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if (!hitTerrAtoms.empty ())
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{
@@ -2032,7 +2032,7 @@ before adding them to the MovableMan.
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}
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}
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// TERRAIN SINK ////////////////////////////////////////////////////////////////
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- // Else all Atom:s must have penetrated and therefore the entire group has
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+ // Else all Atoms must have penetrated and therefore the entire group has
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// sunken into the terrain. Get the penetration resistance results and
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// apply them to the owner.
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else if (!penetratingAtoms.empty ())
@@ -2116,7 +2116,7 @@ before adding them to the MovableMan.
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: PushAsLimb
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Makes the group of Atom:s travel together as a limb, relative to the
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+ // Description: Makes the group of Atoms travel together as a limb, relative to the
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// position of the owning MovableObject. If terrain is hit, resulting
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// accelerations should be applied to the MovableObject's static body.
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@@ -2191,7 +2191,7 @@ bool AtomGroup::PushAsLimb(const Vector &jointPos,
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: FlailAsLimb
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Makes the group of Atom:s travel together as a lifeless limb, constrained
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+ // Description: Makes the group of Atoms travel together as a lifeless limb, constrained
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// to a radius around the joint pin in the center.
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void AtomGroup::FlailAsLimb (const Vector ownerPos,
@@ -2242,7 +2242,7 @@ void AtomGroup::FlailAsLimb(const Vector ownerPos,
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: InTerrain
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Checks whether any of the Atom:s in this AtomGroup are on terrain
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+ // Description: Checks whether any of the Atoms in this AtomGroup are on terrain
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// pixels.
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bool AtomGroup::InTerrain ()
@@ -2304,7 +2304,7 @@ float AtomGroup::RatioInTerrain()
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: ResolveTerrainIntersection
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Checks whether any of the Atom:s in this AtomGroup are on top of
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+ // Description: Checks whether any of the Atoms in this AtomGroup are on top of
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// terrain pixels, and if so, attempt to move the OwnerMO of this out
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// so none of this' Atoms are inside any other MOS's silhouette anymore.
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@@ -2412,7 +2412,7 @@ bool AtomGroup::ResolveTerrainIntersection(Vector &position, Matrix &rotation, u
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// ////////////////////////////////////////////////////////////////////////////////////////
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// Method: ResolveMOSIntersection
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// ////////////////////////////////////////////////////////////////////////////////////////
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- // Description: Checks whether any of the Atom:s in this AtomGroup are on top of
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+ // Description: Checks whether any of the Atoms in this AtomGroup are on top of
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// other MOSprite:s, and if so, attempt to move the OwnerMO of this out
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// so none of this' Atoms are inside any other MOS's silhouette anymore.
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