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
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
```.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:
* 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:
** 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
gamevar section of the same module. Beyond that, there are no restrictions
on the table topology.
[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
are not allowed to take on the value *nil*.
@ -313,7 +313,7 @@ walls and sprites.
`gv.CLIPMASK1`::
A clipping (collision detection) mask specifying to consider only _hitscan
sensitive_ walls and sprites. The set bits of `CLIPMASK1` and `CLIPMASK0` are
disjunct.
disjoint.
[[gv_REND]] `gv.REND`::
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
[[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'').
[[gv_GET]] `gv.GET`::
@ -627,7 +627,7 @@ will label a sector reference.
The tile number of the ceiling or floor.
[[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.
The <<sector_STAT,`sector.STAT`>>
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.
[[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.
The <<wall_CSTAT,`wall.CSTAT`>>
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`::
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.
The <<sprite_CSTAT,`sprite.CSTAT`>>
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
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
one of these two forms. Furthermore, `func` may be provided as value to the
key `'func'` as well.
@ -1431,9 +1431,9 @@ handles chaining.
* `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`
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.
* `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.
+
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):
* `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`.
* `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.
// TODO: RETURN handling...
@ -1506,7 +1506,7 @@ Mathematical functions
Lunatic, being a Lua-based scripting system, provides the user with a single
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
for numeric calculations.] However, since BUILD, and in turn, EDuke32, almost
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
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:
+
* `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.
[[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
@ -1645,7 +1645,7 @@ Returns a new `vec3` object with the components of `v` negated.
`a*v`, {nbsp} `v*a`::
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`::
For a scalar number `a`, returns a new `vec3` object whose components are those
@ -2051,7 +2051,7 @@ learning to code for Lunatic.
[float]
==== 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
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]
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
writes are allowed in in <<modules,module>> context, i.e. after `module(...)`).