Fix typos found by codespell (#2229)

This commit is contained in:
cadmic
2024-09-25 21:21:00 -07:00
committed by GitHub
parent f7a0117e7d
commit bccb219ea3
32 changed files with 71 additions and 71 deletions
+1 -1
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@@ -76,7 +76,7 @@ void PadMgr_RumbleSet(PadMgr* padMgr, u8* enable);
* user-provided argument. The callback function should be `void (*)(PadMgr*, void*)`.
*
* @param callback callback to run before rumble state is updated for the current VI
* @param arg the argument to pass to the calback
* @param arg the argument to pass to the callback
*
* @see PADMGR_UNSET_RETRACE_CALLACK
*/
+1 -1
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@@ -280,7 +280,7 @@ typedef enum HRegMode {
// HREG_MODE_UCODE_DISAS
#define R_UCODE_DISAS_TOGGLE HREG(81) // < 0 enables and prints some hardware reg info for 1 frame, > 0 enables constant disas
#define R_UCODE_DISAS_LOG_MODE HREG(82) // 1 and 2 print counts, 3 enables fault client, 4 disables open/close disps
#define R_UCODE_DISAS_LOG_LEVEL HREG(83) // enables various logging within the dissasembler itself
#define R_UCODE_DISAS_LOG_LEVEL HREG(83) // enables various logging within the dissassembler itself
#define R_UCODE_DISAS_TOTAL_COUNT HREG(84) // read-only
#define R_UCODE_DISAS_VTX_COUNT HREG(85) // read-only
#define R_UCODE_DISAS_SPVTX_COUNT HREG(86) // read-only
+1 -1
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@@ -119,7 +119,7 @@ typedef struct ActorShape {
#define ACTOR_FLAG_HOSTILE (1 << 2)
// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
// Note that this flag doesn't have any effect on either the actor, or Player's behvaior.
// Note that this flag doesn't have any effect on either the actor, or Player's behavior.
// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
#define ACTOR_FLAG_FRIENDLY (1 << 3)
+2 -2
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@@ -133,13 +133,13 @@ typedef enum AnimationTapers {
// starting a new animation. This is helpful when an animation's translation data starts at the "origin"
// (in this case, the origin refers to `baseTransl`, in model space).
// Some animations have translation data that does not begin at the "origin". This is common when a
// longer sequence of animation is broken up into different parts as seperate animations.
// longer sequence of animation is broken up into different parts as separate animations.
// In this case, when one animation starts its translation at the same position where a different animation
// left off, resetting `prevTransl` is not desirable. This will cause the actor's position to noticeably change
// when the translation data from the first frame of the new animation is applied.
//
// When this flag is used during a transition between two animations, the first frame of movement is not applied.
// This allows the actor's world postiion to stay at the same location as where the previous animation ended.
// This allows the actor's world position to stay at the same location as where the previous animation ended.
// Because translations are calculated as a difference from the current and previous frame, all subsequent
// frames have their translation occur relative to this new starting point.
//
+5 -5
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@@ -101,7 +101,7 @@ struct View;
#define CAM_STATE_CHECK_BG (1 << 2) // Must be set for the camera to change settings based on the bg surface
#define CAM_STATE_EXTERNAL_FINISHED (1 << 3) // Signal from the external systems to camera that the current cam-update function is no longer needed
#define CAM_STATE_CAM_FUNC_FINISH (1 << 4) // Signal from camera to player that the cam-update function is finished its primary purpose
#define CAM_STATE_LOCK_MODE (1 << 5) // Prevents camera from changing mode, unless overriden by `forceModeChange` passed to `Camera_RequestModeImpl`
#define CAM_STATE_LOCK_MODE (1 << 5) // Prevents camera from changing mode, unless overridden by `forceModeChange` passed to `Camera_RequestModeImpl`
#define CAM_STATE_DISTORTION (1 << 6) // Set when camera distortion is on
#define CAM_STATE_PLAY_INIT (1 << 7) // Set in Play_Init, never used or changed
#define CAM_STATE_CAMERA_IN_WATER (1 << 8) // Camera (eye) is underwater
@@ -797,7 +797,7 @@ typedef struct KeepOn3ReadOnlyData {
/* 0x00 */ f32 yOffset;
/* 0x04 */ f32 minDist;
/* 0x08 */ f32 maxDist;
/* 0x0C */ f32 swingYawInital;
/* 0x0C */ f32 swingYawInitial;
/* 0x10 */ f32 swingYawFinal;
/* 0x14 */ f32 swingPitchInitial;
/* 0x18 */ f32 swingPitchFinal;
@@ -1185,7 +1185,7 @@ typedef struct Unique0ReadOnlyData {
} Unique0ReadOnlyData; // size = 0x4
typedef struct Unique0ReadWriteData {
/* 0x00 */ Vec3f initalPos;
/* 0x00 */ Vec3f initialPos;
/* 0x0C */ s16 animTimer;
/* 0x10 */ InfiniteLine eyeAndDirection;
} Unique0ReadWriteData; // size = 0x28
@@ -1410,7 +1410,7 @@ typedef struct Special0 {
{ interfaceField, CAM_DATA_INTERFACE_FIELD }
typedef struct Special4ReadWriteData {
/* 0x0 */ s16 initalTimer;
/* 0x0 */ s16 initialTimer;
} Special4ReadWriteData; // size = 0x4
typedef struct Special4 {
@@ -1472,7 +1472,7 @@ typedef struct Special6ReadOnlyData {
} Special6ReadOnlyData; // size = 0x4
typedef struct Special6ReadWriteData {
/* 0x0 */ f32 initalPlayerY;
/* 0x0 */ f32 initialPlayerY;
/* 0x4 */ s16 animTimer;
} Special6ReadWriteData; // size = 0x8
+1 -1
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@@ -72,7 +72,7 @@ typedef enum PlayerEnvHazard {
typedef enum PlayerItemAction {
/* 0x00 */ PLAYER_IA_NONE,
/* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not useable.
/* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not usable.
/* 0x02 */ PLAYER_IA_FISHING_POLE,
/* 0x03 */ PLAYER_IA_SWORD_MASTER,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI,