Fix comments. havn't -> haven't.

This commit is contained in:
Steve Checkoway
2008-01-05 11:56:03 +00:00
parent 4814056809
commit 60f953f3c1
13 changed files with 14 additions and 14 deletions
+1 -1
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@@ -961,7 +961,7 @@ int GameState::GetCourseSongIndex() const
}
/* Hack: when we're loading a new course song, we want to display the new song number, even
* though we havn't started that song yet. */
* though we haven't started that song yet. */
int GameState::GetLoadingCourseSongIndex() const
{
int iIndex = GetCourseSongIndex();
+1 -1
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@@ -580,7 +580,7 @@ void Player::SendComboMessages( int iOldCombo, int iOldMissCombo )
void Player::Update( float fDeltaTime )
{
const RageTimer now;
// Don't update if we havn't been loaded yet.
// Don't update if we haven't been loaded yet.
if( !m_bLoaded )
return;
+1 -1
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@@ -317,7 +317,7 @@ bool ProfileManager::SaveProfile( PlayerNumber pn ) const
* If the profile we're writing was loaded from the primary (non-backup)
* data, then we've validated it and know it's good. Before writing our
* new data, move the old, good data to the backup. (Only do this once;
* if we save the profile more than once, we havn't re-validated the
* if we save the profile more than once, we haven't re-validated the
* newly written data.)
*/
if( m_bNeedToBackUpLastLoad[pn] )
+1 -1
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@@ -308,7 +308,7 @@ RageFileBasic *RageFileDriverZip::Open( const RString &sPath, int iMode, int &iE
m_Mutex.Lock();
/* If we havn't figured out the offset to the real data yet, do so now. */
/* If we haven't figured out the offset to the real data yet, do so now. */
if( info->m_iDataOffset == -1 )
{
if( !ReadLocalFileHeader(*info) )
+1 -1
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@@ -728,7 +728,7 @@ static bool SortBySecond( const pair<int,int> &a, const pair<int,int> &b )
/*
* Return true if the given path should use slow, reliable writes.
*
* I havn't decided if it's better to do this here, or to specify SLOW_FLUSH
* I haven't decided if it's better to do this here, or to specify SLOW_FLUSH
* manually each place we want it. This seems more reliable (we might forget
* somewhere and not notice), and easier (don't have to pass flags down to IniFile::Write,
* etc).
@@ -121,7 +121,7 @@ int RageSoundReader_Split::SetPosition( int iFrame )
m_iPositionFrame = iFrame;
/* We can't tell whether we're past EOF. We can't ReadBuffer here, because the
* other sounds using this same source probably havn't seeked yet, so seeking
* other sounds using this same source probably haven't seeked yet, so seeking
* to the beginning of the file would buffer between there and the position
* of those sounds. Just return success, and we'll return EOF in Read if needed. */
return 1;
@@ -20,7 +20,7 @@ void RageSoundReader_SpeedChange::SetSpeedRatio( float fRatio )
{
m_fSpeedRatio = fRatio;
/* If we havn't read any data yet, put the new delta into effect immediately. */
/* If we haven't read any data yet, put the new delta into effect immediately. */
if( m_iDataBufferAvailFrames == 0 )
m_fTrailingSpeedRatio = m_fSpeedRatio;
}
+1 -1
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@@ -43,7 +43,7 @@ REGISTER_SCREEN_CLASS( ScreenNetSelectMusic );
void ScreenNetSelectMusic::Init()
{
/* Finish any previous stage. It's OK to call this when we havn't played a stage yet. */
/* Finish any previous stage. It's OK to call this when we haven't played a stage yet. */
GAMESTATE->FinishStage();
ScreenNetSelectBase::Init();
+1 -1
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@@ -145,7 +145,7 @@ void ScreenOptionsMemoryCard::HandleMessage( const Message &msg )
sOldMountPoint = dev.sOsMountDir;
}
/* If the devices that we'd actually show havn't changed, don't recreate the menu. */
/* If the devices that we'd actually show haven't changed, don't recreate the menu. */
if( !UpdateCurrentUsbStorageDevices() )
return;
+2 -2
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@@ -294,7 +294,7 @@ void ScreenSelectMusic::CheckBackgroundRequests( bool bForce )
m_BackgroundLoader.FinishedWithCachedFile( g_sBannerPath );
}
/* Nothing else is going. Start the music, if we havn't yet. */
/* Nothing else is going. Start the music, if we haven't yet. */
if( g_bSampleMusicWaiting )
{
/* Don't start the music sample when moving fast. */
@@ -846,7 +846,7 @@ void ScreenSelectMusic::MenuStart( const InputEventPlus &input )
}
else
{
/* We havn't made a selection yet. */
/* We haven't made a selection yet. */
return;
}
+1 -1
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@@ -281,7 +281,7 @@ void Sprite::SetTexture( RageTexture *pTexture )
if( m_fRememberedClipWidth != -1 && m_fRememberedClipHeight != -1 )
ScaleToClipped( m_fRememberedClipWidth, m_fRememberedClipHeight );
/* Load default states if we havn't before. */
/* Load default states if we haven't before. */
if( m_States.empty() )
LoadStatesFromTexture();
}
@@ -27,7 +27,7 @@ void InputHandler::ButtonPressed( DeviceInput di )
if( m_iInputsSinceUpdate >= 1000 )
{
/*
* We havn't received an update in a long time, so warn about it. We expect to receive
* We haven't received an update in a long time, so warn about it. We expect to receive
* input events before the first UpdateTimer call only on the first update. Leave
* m_iInputsSinceUpdate where it is, so we only warn once. Only updates that didn't provide
* a timestamp are counted; if the driver provides its own timestamps, UpdateTimer is
@@ -36,7 +36,7 @@ struct UsbStorageDevice
/* Empty device. This is used only by MemoryCardManager. */
STATE_NONE,
/* The card has been detected, but we havn't finished write tests, loading
/* The card has been detected, but we haven't finished write tests, loading
* the quick profile information, etc. yet. We can display something on
* screen, in order to appear responsive, show that something's happening and
* aid diagnostics, though. */