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6 changes: 3 additions & 3 deletions game/NonExportedEnums.h
Original file line number Diff line number Diff line change
Expand Up @@ -133,11 +133,11 @@ enum CellTypes
// Color of structures and units belonging to a given player
enum PlayerColor
{
PlayerBlue = 0, //Standard Eden color
PlayerRed, //Standard Plymouth color
PlayerBlue = 0, // Standard Eden color
PlayerRed, // Standard Plymouth color
PlayerGreen,
PlayerYellow,
PlayerCyan,
PlayerMagenta,
PlayerBlack //Not selectable as a player color from the multiplayer game initialization screen
PlayerBlack, // Not selectable as a player color from the multiplayer game initialization screen
};
6 changes: 3 additions & 3 deletions game/RequiredExports.h
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@ struct AIModDesc
{
// Important level details
int missionType; // Mission type (defined above) or mission number (positive values) for campaign games
int numPlayers; // Number of players (on a multipalyer map)
int numPlayers; // Number of players (on a multiplayer map)
int maxTechLevel; // Maximum tech level (Set to 12 to enable all techs)
int boolUnitMission; // Set to 1 to disable most reports (suitable for unit-only missions)
// Extra baggage that doesn't need to be set properly
Expand Down Expand Up @@ -85,10 +85,10 @@ static_assert(32 == sizeof(AIModDescEx), "AIModDesc is an unexpected size");
Export const AIModDescEx DescBlockEx = { numAiPlayers };


// This struct defined a memory region to be Saved/Loaded to/from saved game files.
// This struct defines a memory region to be Saved/Loaded to/from saved game files.
// Note: See GetSaveRegions exported function
// Note: This implies all level data must be statically declared. Avoid using "new".
// Note: Setting bufferStart to 0 means no data (include buffer size) is present in the saved game file
// Note: Setting bufferStart to 0 means no data (including buffer size) is present in the saved game file
// Note: Setting bufferStart to non-zero and length to 0 means the size (4 bytes) is written to the saved game file.
struct BufferDesc
{
Expand Down
4 changes: 2 additions & 2 deletions game/TethysGame.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
#define OP2 __declspec(dllimport)
#endif

// Note: This file contains the defintion of the TethysGame class
// Note: This file contains the definition of the TethysGame class
// which controls the overall game environment

#include "MapIdEnum.h"
Expand Down Expand Up @@ -95,7 +95,7 @@ class OP2 TethysGame
// EMP Missile
// Note: FindEMPMissileTarget searches aligned 8x8 blocks, for the block with the greatest weight
// Note: The target location is at the block center (+3, +3)
// Note: Targets first found block of heighest (non-negative) weight, or the first block if all blocks have negative weight
// Note: Targets first found block of highest (non-negative) weight, or the first block if all blocks have negative weight
// Note: Target player military units weigh 64, non-target player military units weigh -32, and non-target player non-military units weigh 1.
static LOCATION __fastcall FindEMPMissleTarget(int startTileX, int startTileY, int endTileX, int endTileY, int destPlayerNum);
// Launches an EMP missile. May be launched from off screen (no spaceport required).
Expand Down
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