Fix comments. havn't -> haven't.
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@@ -961,7 +961,7 @@ int GameState::GetCourseSongIndex() const
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}
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/* Hack: when we're loading a new course song, we want to display the new song number, even
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* though we havn't started that song yet. */
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* though we haven't started that song yet. */
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int GameState::GetLoadingCourseSongIndex() const
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{
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int iIndex = GetCourseSongIndex();
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@@ -580,7 +580,7 @@ void Player::SendComboMessages( int iOldCombo, int iOldMissCombo )
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void Player::Update( float fDeltaTime )
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{
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const RageTimer now;
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// Don't update if we havn't been loaded yet.
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// Don't update if we haven't been loaded yet.
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if( !m_bLoaded )
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return;
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@@ -317,7 +317,7 @@ bool ProfileManager::SaveProfile( PlayerNumber pn ) const
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* If the profile we're writing was loaded from the primary (non-backup)
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* data, then we've validated it and know it's good. Before writing our
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* new data, move the old, good data to the backup. (Only do this once;
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* if we save the profile more than once, we havn't re-validated the
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* if we save the profile more than once, we haven't re-validated the
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* newly written data.)
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*/
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if( m_bNeedToBackUpLastLoad[pn] )
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@@ -308,7 +308,7 @@ RageFileBasic *RageFileDriverZip::Open( const RString &sPath, int iMode, int &iE
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m_Mutex.Lock();
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/* If we havn't figured out the offset to the real data yet, do so now. */
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/* If we haven't figured out the offset to the real data yet, do so now. */
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if( info->m_iDataOffset == -1 )
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{
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if( !ReadLocalFileHeader(*info) )
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@@ -728,7 +728,7 @@ static bool SortBySecond( const pair<int,int> &a, const pair<int,int> &b )
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/*
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* Return true if the given path should use slow, reliable writes.
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*
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* I havn't decided if it's better to do this here, or to specify SLOW_FLUSH
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* I haven't decided if it's better to do this here, or to specify SLOW_FLUSH
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* manually each place we want it. This seems more reliable (we might forget
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* somewhere and not notice), and easier (don't have to pass flags down to IniFile::Write,
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* etc).
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@@ -121,7 +121,7 @@ int RageSoundReader_Split::SetPosition( int iFrame )
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m_iPositionFrame = iFrame;
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/* We can't tell whether we're past EOF. We can't ReadBuffer here, because the
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* other sounds using this same source probably havn't seeked yet, so seeking
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* other sounds using this same source probably haven't seeked yet, so seeking
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* to the beginning of the file would buffer between there and the position
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* of those sounds. Just return success, and we'll return EOF in Read if needed. */
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return 1;
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@@ -20,7 +20,7 @@ void RageSoundReader_SpeedChange::SetSpeedRatio( float fRatio )
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{
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m_fSpeedRatio = fRatio;
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/* If we havn't read any data yet, put the new delta into effect immediately. */
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/* If we haven't read any data yet, put the new delta into effect immediately. */
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if( m_iDataBufferAvailFrames == 0 )
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m_fTrailingSpeedRatio = m_fSpeedRatio;
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}
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@@ -43,7 +43,7 @@ REGISTER_SCREEN_CLASS( ScreenNetSelectMusic );
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void ScreenNetSelectMusic::Init()
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{
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/* Finish any previous stage. It's OK to call this when we havn't played a stage yet. */
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/* Finish any previous stage. It's OK to call this when we haven't played a stage yet. */
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GAMESTATE->FinishStage();
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ScreenNetSelectBase::Init();
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@@ -145,7 +145,7 @@ void ScreenOptionsMemoryCard::HandleMessage( const Message &msg )
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sOldMountPoint = dev.sOsMountDir;
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}
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/* If the devices that we'd actually show havn't changed, don't recreate the menu. */
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/* If the devices that we'd actually show haven't changed, don't recreate the menu. */
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if( !UpdateCurrentUsbStorageDevices() )
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return;
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@@ -294,7 +294,7 @@ void ScreenSelectMusic::CheckBackgroundRequests( bool bForce )
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m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath );
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}
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/* Nothing else is going. Start the music, if we havn't yet. */
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/* Nothing else is going. Start the music, if we haven't yet. */
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if( g_bSampleMusicWaiting )
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{
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/* Don't start the music sample when moving fast. */
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@@ -846,7 +846,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
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}
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else
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{
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/* We havn't made a selection yet. */
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/* We haven't made a selection yet. */
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return;
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}
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@@ -281,7 +281,7 @@ void Sprite::SetTexture( RageTexture *pTexture )
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if( m_fRememberedClipWidth != -1 && m_fRememberedClipHeight != -1 )
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ScaleToClipped( m_fRememberedClipWidth, m_fRememberedClipHeight );
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/* Load default states if we havn't before. */
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/* Load default states if we haven't before. */
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if( m_States.empty() )
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LoadStatesFromTexture();
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}
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@@ -27,7 +27,7 @@ void InputHandler::ButtonPressed( DeviceInput di )
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if( m_iInputsSinceUpdate >= 1000 )
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{
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/*
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* We havn't received an update in a long time, so warn about it. We expect to receive
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* We haven't received an update in a long time, so warn about it. We expect to receive
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* input events before the first UpdateTimer call only on the first update. Leave
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* m_iInputsSinceUpdate where it is, so we only warn once. Only updates that didn't provide
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* a timestamp are counted; if the driver provides its own timestamps, UpdateTimer is
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@@ -36,7 +36,7 @@ struct UsbStorageDevice
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/* Empty device. This is used only by MemoryCardManager. */
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STATE_NONE,
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/* The card has been detected, but we havn't finished write tests, loading
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/* The card has been detected, but we haven't finished write tests, loading
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* the quick profile information, etc. yet. We can display something on
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* screen, in order to appear responsive, show that something's happening and
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* aid diagnostics, though. */
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