fixed a typo from upstream

This commit is contained in:
Thomas "elfprince13" Dickerson 2017-01-06 23:03:49 -05:00
parent eed9c1c511
commit dc73228ccf

View file

@ -45,48 +45,48 @@ static const U32 sgAllowedDynamicTypes = 0xffffff;
IMPLEMENT_CO_DATABLOCK_V1(StaticShapeData);
ConsoleDocClass( StaticShapeData,
"@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
"@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
"When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
"1. TSStatic objects\n\n"
"2. ShapeBase derived objects\n\n"
"When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
"1. TSStatic objects\n\n"
"2. ShapeBase derived objects\n\n"
"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
"will use one of its child classes instead. Several game related objects are derived "
"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
"will use one of its child classes instead. Several game related objects are derived "
"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
"When you need a 3D object with datablock capabilities, you will use an object derived "
"from ShapeBase. When you need an object with extremely low overhead, and with no other "
"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
"When you need a 3D object with datablock capabilities, you will use an object derived "
"from ShapeBase. When you need an object with extremely low overhead, and with no other "
"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
"additional functionality you see in Player, Item, Vehicle or the other game play "
"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
"additional functionality you see in Player, Item, Vehicle or the other game play "
"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
"a datablock provides a location for common variables as well as having access to "
"various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
"@tsexample\n"
"// Create a StaticShape using a datablock\n"
"datablock StaticShapeData(BasicShapeData)\n"
"{\n"
" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
" testVar = \"Simple string, not a stock variable\";\n"
"};\n\n"
"new StaticShape()\n"
"{\n"
" dataBlock = \"BasicShapeData\";\n"
" position = \"0.0 0.0 0.0\";\n"
" rotation = \"1 0 0 0\";\n"
" scale = \"1 1 1\";\n"
"};\n"
"@endtsexample\n\n"
"@tsexample\n"
"// Create a StaticShape using a datablock\n"
"datablock StaticShapeData(BasicShapeData)\n"
"{\n"
" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
" testVar = \"Simple string, not a stock variable\";\n"
"};\n\n"
"new StaticShape()\n"
"{\n"
" dataBlock = \"BasicShapeData\";\n"
" position = \"0.0 0.0 0.0\";\n"
" rotation = \"1 0 0 0\";\n"
" scale = \"1 1 1\";\n"
"};\n"
"@endtsexample\n\n"
"@see StaticShape\n"
"@see StaticShape\n"
"@see ShapeBaseData\n"
"@see TSStatic\n\n"
"@see TSStatic\n\n"
"@ingroup gameObjects\n"
"@ingroup Datablocks");
"@ingroup gameObjects\n"
"@ingroup Datablocks");
StaticShapeData::StaticShapeData()
{
@ -128,47 +128,47 @@ void StaticShapeData::unpackData(BitStream* stream)
IMPLEMENT_CO_NETOBJECT_V1(StaticShape);
ConsoleDocClass( StaticShape,
"@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
"@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
"When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
"1. TSStatic objects\n\n"
"2. ShapeBase derived objects\n\n"
"When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
"1. TSStatic objects\n\n"
"2. ShapeBase derived objects\n\n"
"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
"will use one of its child classes instead. Several game related objects are derived "
"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
"will use one of its child classes instead. Several game related objects are derived "
"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
"When you need a 3D object with datablock capabilities, you will use an object derived "
"from ShapeBase. When you need an object with extremely low overhead, and with no other "
"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
"When you need a 3D object with datablock capabilities, you will use an object derived "
"from ShapeBase. When you need an object with extremely low overhead, and with no other "
"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
"additional functionality you see in Player, Item, Vehicle or the other game play "
"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
"additional functionality you see in Player, Item, Vehicle or the other game play "
"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock. Having "
"a datablock provides a location for common variables as well as having access to "
"various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
"@tsexample\n"
"// Create a StaticShape using a datablock\n"
"datablock StaticShapeData(BasicShapeData)\n"
"{\n"
" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
" testVar = \"Simple string, not a stock variable\";\n"
"};\n\n"
"new StaticShape()\n"
"{\n"
" dataBlock = \"BasicShapeData\";\n"
" position = \"0.0 0.0 0.0\";\n"
" rotation = \"1 0 0 0\";\n"
" scale = \"1 1 1\";\n"
"};\n"
"@endtsexample\n\n"
"@tsexample\n"
"// Create a StaticShape using a datablock\n"
"datablock StaticShapeData(BasicShapeData)\n"
"{\n"
" shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
" testVar = \"Simple string, not a stock variable\";\n"
"};\n\n"
"new StaticShape()\n"
"{\n"
" dataBlock = \"BasicShapeData\";\n"
" position = \"0.0 0.0 0.0\";\n"
" rotation = \"1 0 0 0\";\n"
" scale = \"1 1 1\";\n"
"};\n"
"@endtsexample\n\n"
"@see StaticShapeData\n"
"@see ShapeBase\n"
"@see TSStatic\n\n"
"@see StaticShapeData\n"
"@see ShapeBase\n"
"@see TSStatic\n\n"
"@ingroup gameObjects\n");
"@ingroup gameObjects\n");
StaticShape::StaticShape()
{
@ -240,7 +240,7 @@ void StaticShape::setTransform(const MatrixF& mat)
setMaskBits(PositionMask);
}
void StaticShape::onUnmount(ShapeBase*,S32)
void StaticShape::onUnmount(SceneObject*,S32)
{
// Make sure the client get's the final server pos.
setMaskBits(PositionMask);
@ -303,7 +303,7 @@ void StaticShape::unpackUpdate(NetConnection *connection, BitStream *bstream)
// Marked internal, as this is flagged to be deleted
// [8/1/2010 mperry]
DefineConsoleMethod( StaticShape, setPoweredState, void, (bool isPowered), , "(bool isPowered)"
"@internal")
"@internal")
{
if(!object->isServerObject())
return;