diff -r 7180ddb4bf5b -r 6a1170def888 hedgewars/uScript.pas --- a/hedgewars/uScript.pas Sat Apr 23 12:15:31 2016 +0200 +++ b/hedgewars/uScript.pas Sat Apr 23 13:41:10 2016 -0400 @@ -338,7 +338,7 @@ LuaToMapGenOrd:= i; end; -// wrapped calls // +// wrapped calls // functions called from Lua: // function(L : Plua_State) : LongInt; Cdecl; @@ -490,7 +490,7 @@ cs:= 0; // current slot fa:= 0; // first ammo item to check - // if something is selected, find it's successor + // if something is selected, find it is successor if curAmmoType <> amNothing then begin // get current slot index @@ -499,7 +499,7 @@ while (fa < cMaxSlotAmmoIndex) and (Ammo^[cs, fa].AmmoType <> CurAmmoType) do inc(fa); - // increase once more because we won't successor + // increase once more because we will not successor inc(fa); end; @@ -913,7 +913,7 @@ lc_setvisualgearvalues:= 0 end; -// so. going to use this to get/set some of the more obscure gear values which weren't already exposed elsewhere +// so. going to use this to get/set some of the more obscure gear values which were not already exposed elsewhere // can keep adding things in the future. isnoneornil makes it safe function lc_getgearvalues(L : Plua_State) : LongInt; Cdecl; var gear: PGear; @@ -1226,8 +1226,8 @@ begin if CheckLuaParamCount(L, 2, 'SetClanColor', 'clan, color') then begin - i:= lua_tointeger(L,1); - if i >= ClansCount then exit(0); + i:= lua_tointeger(L,1); + if i >= ClansCount then exit(0); clan := ClansArray[i]; clan^.Color:= lua_tointeger(L, 2) shr 8; @@ -1248,7 +1248,7 @@ team^.NameTagTex:= RenderStringTex(ansistring(clan^.Teams[i]^.TeamName), clan^.Color, fnt16); end; - FreeAndNilTexture(clan^.HealthTex); + FreeAndNilTexture(clan^.HealthTex); clan^.HealthTex:= makeHealthBarTexture(cTeamHealthWidth + 5, clan^.Teams[0]^.NameTagTex^.h, clan^.Color); end; @@ -2287,16 +2287,16 @@ if CheckAndFetchLuaParamMinCount(L, 4, call, params, n) then begin if not lua_isnoneornil(L, 5) then - tint := lua_tointeger(L, 5) + tint := lua_tointeger(L, 5) else tint := $FFFFFFFF; if not lua_isnoneornil(L, 6) then - behind := lua_toboolean(L, 6) + behind := lua_toboolean(L, 6) else behind := false; if not lua_isnoneornil(L, 7) then - flipHoriz := lua_toboolean(L, 7) + flipHoriz := lua_toboolean(L, 7) else flipHoriz := false; if not lua_isnoneornil(L, 8) then - flipVert := lua_toboolean(L, 8) + flipVert := lua_toboolean(L, 8) else flipVert := false; lf:= 0; @@ -2334,16 +2334,16 @@ if CheckAndFetchLuaParamMinCount(L, 4, call, params, n) then begin if not lua_isnoneornil(L, 5) then - eraseOnLFMatch := lua_toboolean(L, 5) + eraseOnLFMatch := lua_toboolean(L, 5) else eraseOnLFMatch := false; if not lua_isnoneornil(L, 6) then - onlyEraseLF := lua_toboolean(L, 6) + onlyEraseLF := lua_toboolean(L, 6) else onlyEraseLF := false; if not lua_isnoneornil(L, 7) then - flipHoriz := lua_toboolean(L, 7) + flipHoriz := lua_toboolean(L, 7) else flipHoriz := false; if not lua_isnoneornil(L, 8) then - flipVert := lua_toboolean(L, 8) + flipVert := lua_toboolean(L, 8) else flipVert := false; lf:= 0; @@ -2869,7 +2869,7 @@ ScriptSetInteger('WaterLine', cWaterLine); if isCursorVisible and (not bShowAmmoMenu) then begin - if (prevCursorPoint.X <> CursorPoint.X) or + if (prevCursorPoint.X <> CursorPoint.X) or (prevCursorPoint.Y <> CursorPoint.Y) then begin ScriptSetInteger('CursorX', CursorPoint.X - WorldDx); @@ -3028,13 +3028,13 @@ procedure ScriptSetAmmoDelay(ammo : TAmmoType; delay: Byte); begin -// change loadout string if ammo store hasn't been initialized yet +// change loadout string if ammo store has not been initialized yet if (StoreCnt = 0) then begin if (delay <= 9) then ScriptAmmoDelay[ord(ammo)]:= inttostr(delay)[1]; end -// change "live" delay values +// change 'live' delay values else if (CurrentTeam <> nil) then ammoz[ammo].SkipTurns:= CurrentTeam^.Clan^.TurnNumber + delay; end;