Lunatic: fix a couple of spelling mistakes in the doc, found using Emacs ispell.

git-svn-id: https://svn.eduke32.com/eduke32@4202 1a8010ca-5511-0410-912e-c29ae57300e0
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helixhorned 2013-12-20 18:31:22 +00:00
parent 25108494d1
commit dd52afbf1b

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@ -81,7 +81,7 @@ checks for
==================== ====================
If the OS environment variable `LUNATIC_TIMING_BASEFN` is defined, EDuke32 will If the OS environment variable `LUNATIC_TIMING_BASEFN` is defined, EDuke32 will
write out arregate timing results for actors and events in a comma-separated write out aggregate timing results for actors and events in a comma-separated
value format, obtained by suffixing the base name with ```.actors.csv`'' and value format, obtained by suffixing the base name with ```.actors.csv`'' and
```.events.csv`''. ```.events.csv`''.
@ -264,16 +264,16 @@ Game variables may take on only values of types that Lunatic knows how to
serialize into savegames. These are the following: serialize into savegames. These are the following:
* Booleans, numbers, and strings, collectively called the _basic types_ * Booleans, numbers, and strings, collectively called the _basic types_
* Custom Lunatic types that are labeled _serializeable_ in their documentation * Custom Lunatic types that are labeled _serializable_ in their documentation
* Tables, but with the following restrictions on their contents: * Tables, but with the following restrictions on their contents:
** A table key may only be of basic type. ** A table key may only be of basic type.
** A table value may be (a reference to) any serializeable object, but tables ** A table value may be (a reference to) any serializable object, but tables
or Lunatic objects that are so referenced *must* have originated in the or Lunatic objects that are so referenced *must* have originated in the
gamevar section of the same module. Beyond that, there are no restrictions gamevar section of the same module. Beyond that, there are no restrictions
on the table topology. on the table topology.
[icon="din_w_collapse.png"] [icon="din_w_collapse.png"]
CAUTION: If a gamevar contains a value that is not serializeable at any point CAUTION: If a gamevar contains a value that is not serializable at any point
in the execution, the behavior is undefined. Note that in particular, gamevars in the execution, the behavior is undefined. Note that in particular, gamevars
are not allowed to take on the value *nil*. are not allowed to take on the value *nil*.
@ -313,7 +313,7 @@ walls and sprites.
`gv.CLIPMASK1`:: `gv.CLIPMASK1`::
A clipping (collision detection) mask specifying to consider only _hitscan A clipping (collision detection) mask specifying to consider only _hitscan
sensitive_ walls and sprites. The set bits of `CLIPMASK1` and `CLIPMASK0` are sensitive_ walls and sprites. The set bits of `CLIPMASK1` and `CLIPMASK0` are
disjunct. disjoint.
[[gv_REND]] `gv.REND`:: [[gv_REND]] `gv.REND`::
A mapping of names to values representing rendering modes: `CLASSIC`, A mapping of names to values representing rendering modes: `CLASSIC`,
@ -321,7 +321,7 @@ A mapping of names to values representing rendering modes: `CLASSIC`,
// Game-side // Game-side
[[gv_GTICSPERSEC]] `gv.GTICSPERSEC`:: [[gv_GTICSPERSEC]] `gv.GTICSPERSEC`::
The number of times in a second each actor excecutes its code and updates its The number of times in a second each actor executes its code and updates its
position (``game tics''). position (``game tics'').
[[gv_GET]] `gv.GET`:: [[gv_GET]] `gv.GET`::
@ -627,7 +627,7 @@ will label a sector reference.
The tile number of the ceiling or floor. The tile number of the ceiling or floor.
[[cf_stat]] _`u16`_ `cf.stat`, {nbsp} _`bitfield`_ `cf.statbits`:: [[cf_stat]] _`u16`_ `cf.stat`, {nbsp} _`bitfield`_ `cf.statbits`::
A bit field holding various flags about how the ceiling or floor shoud be A bit field holding various flags about how the ceiling or floor should be
displayed, how collision detection should be handled, etc. displayed, how collision detection should be handled, etc.
The <<sector_STAT,`sector.STAT`>> The <<sector_STAT,`sector.STAT`>>
object should be used to obtain the values for applicable flags. object should be used to obtain the values for applicable flags.
@ -726,7 +726,7 @@ respectively. Any of them may be `-1`, meaning that the wall is not attached to
a neighbor in this direction. a neighbor in this direction.
[[wall_cstat]] _`u16`_ `cstat`, {nbsp} _`bitfield`_ `cstatbits`:: [[wall_cstat]] _`u16`_ `cstat`, {nbsp} _`bitfield`_ `cstatbits`::
A bit field holding various flags about how the wall shoud be A bit field holding various flags about how the wall should be
displayed, how collision detection should be handled, etc. displayed, how collision detection should be handled, etc.
The <<wall_CSTAT,`wall.CSTAT`>> The <<wall_CSTAT,`wall.CSTAT`>>
object should be used to obtain the values for applicable flags. object should be used to obtain the values for applicable flags.
@ -802,7 +802,7 @@ TODO (make set_ang() out of that which always ANDs with 2047?)
////////// //////////
[[sprite_cstat]] _`u16`_ `cstat`, {nbsp} _`bitfield`_ `cstatbits`:: [[sprite_cstat]] _`u16`_ `cstat`, {nbsp} _`bitfield`_ `cstatbits`::
A bit field holding various flags about how the sprite shoud be A bit field holding various flags about how the sprite should be
displayed, how collision detection should be handled, etc. displayed, how collision detection should be handled, etc.
The <<sprite_CSTAT,`sprite.CSTAT`>> The <<sprite_CSTAT,`sprite.CSTAT`>>
object should be used to obtain the values for applicable flags. object should be used to obtain the values for applicable flags.
@ -1396,7 +1396,7 @@ input arguments: `func(aci, pli, dist)`.
// http://www.methods.co.nz/asciidoc/faq.html#_why_am_i_having_trouble_getting_nested_macros_to_work // http://www.methods.co.nz/asciidoc/faq.html#_why_am_i_having_trouble_getting_nested_macros_to_work
Additionally, `gameactor` accepts optional input arguments. They can be Additionally, `gameactor` accepts optional input arguments. They can be
specifyed positionally by following `tilenum`, or be given as values to string specified positionally by following `tilenum`, or be given as values to string
keys of the argument table. Each such input argument may be provided in at most keys of the argument table. Each such input argument may be provided in at most
one of these two forms. Furthermore, `func` may be provided as value to the one of these two forms. Furthermore, `func` may be provided as value to the
key `'func'` as well. key `'func'` as well.
@ -1431,9 +1431,9 @@ handles chaining.
* `AF.replace_soft`: Replace the callback function, but bitwise-OR the existing * `AF.replace_soft`: Replace the callback function, but bitwise-OR the existing
run-time flags with the provided ones. This is the way CON's `useractor` run-time flags with the provided ones. This is the way CON's `useractor`
behaves. behaves.
* `AF.chain_beg`: Prepend the provided `func` to the exising callback function, * `AF.chain_beg`: Prepend the provided `func` to the existing callback function,
bitwise-OR in flags. bitwise-OR in flags.
* `AF.chain_end`: Append the provided `func` to the exising callback function, * `AF.chain_end`: Append the provided `func` to the existing callback function,
bitwise-OR in flags. bitwise-OR in flags.
+ +
The following members all default to 0 if omitted. The following members all default to 0 if omitted.
@ -1484,9 +1484,9 @@ registered initially. Permissible values for these flags are provided in
`actor.FLAGS` as well (abbreviated `AF` here): `actor.FLAGS` as well (abbreviated `AF` here):
* `AF.replace`: Replace any previously defined event code with the given one. * `AF.replace`: Replace any previously defined event code with the given one.
* `AF.chain_beg`: Prepend the provided `func` to the exising callback * `AF.chain_beg`: Prepend the provided `func` to the existing callback
function. This is the behavior of CON's `onevent`. function. This is the behavior of CON's `onevent`.
* `AF.chain_end`: Append the provided `func` to the exising callback * `AF.chain_end`: Append the provided `func` to the existing callback
function. This is the default. function. This is the default.
// TODO: RETURN handling... // TODO: RETURN handling...
@ -1506,7 +1506,7 @@ Mathematical functions
Lunatic, being a Lua-based scripting system, provides the user with a single Lunatic, being a Lua-based scripting system, provides the user with a single
numeric data type that variables can contain on the Lua side -- numeric data type that variables can contain on the Lua side --
double-precision floating point.footnote:[In LuaJIT, variables additionaly can double-precision floating point.footnote:[In LuaJIT, variables additionally can
take on ``boxed'' 64-bit integer numeric types, but these should not be used take on ``boxed'' 64-bit integer numeric types, but these should not be used
for numeric calculations.] However, since BUILD, and in turn, EDuke32, almost for numeric calculations.] However, since BUILD, and in turn, EDuke32, almost
exclusively use integer types to represent quantities such as angles or carry exclusively use integer types to represent quantities such as angles or carry
@ -1533,7 +1533,7 @@ degrees.
The `sinb` and `cosb` functions return values in the range [--1 .. 1], just The `sinb` and `cosb` functions return values in the range [--1 .. 1], just
like their mathematical counterparts. like their mathematical counterparts.
+ +
The following guarantees are made for `sinb` whereever its argument expression The following guarantees are made for `sinb` whenever its argument expression
is permissible: is permissible:
+ +
* `sinb(-a) == -sinb(a)` (point symmetry around the origin) * `sinb(-a) == -sinb(a)` (point symmetry around the origin)
@ -1579,7 +1579,7 @@ component of the result is the difference between that of `point` and
zeros for all components. zeros for all components.
[[vector_types]] [[vector_types]]
The types `xmath.vec3` and `xmath.ivec3` [_serializeable_] The types `xmath.vec3` and `xmath.ivec3` [_serializable_]
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Another purpose of the `xmath` module is to provide _vector_ types that allow Another purpose of the `xmath` module is to provide _vector_ types that allow
@ -1645,7 +1645,7 @@ Returns a new `vec3` object with the components of `v` negated.
`a*v`, {nbsp} `v*a`:: `a*v`, {nbsp} `v*a`::
For a scalar number `a`, returns a new `vec3` object whose components are those For a scalar number `a`, returns a new `vec3` object whose components are those
of `v` mutiplied with `a`. of `v` multiplied with `a`.
`v/a`:: `v/a`::
For a scalar number `a`, returns a new `vec3` object whose components are those For a scalar number `a`, returns a new `vec3` object whose components are those
@ -2051,7 +2051,7 @@ learning to code for Lunatic.
[float] [float]
==== http://www.lua.org/pil/p1.html[Preface] ==== http://www.lua.org/pil/p1.html[Preface]
May be interesting to get an idea of the philisophy behind Lua. May be interesting to get an idea of the philosophy behind Lua.
http://www.lua.org/pil/p1.3.html[A Few Typographical Conventions] should be http://www.lua.org/pil/p1.3.html[A Few Typographical Conventions] should be
read to be familiar with them. read to be familiar with them.
@ -2072,7 +2072,7 @@ is treated. Mentions `dofile`, which is not available in Lunatic
==== http://www.lua.org/pil/1.2.html[1.2 -- Global Variables] ==== http://www.lua.org/pil/1.2.html[1.2 -- Global Variables]
Section may be read, but usage of *`local`* variables is strongly recommended Section may be read, but usage of *`local`* variables is strongly recommended
whereever possible. Also, trying to read a non-existent global or to write any whenever possible. Also, trying to read a non-existent global or to write any
value to the global environment gives an error in Lunatic (except that global value to the global environment gives an error in Lunatic (except that global
writes are allowed in in <<modules,module>> context, i.e. after `module(...)`). writes are allowed in in <<modules,module>> context, i.e. after `module(...)`).