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fixed a typo from upstream

Thomas "elfprince13" Dickerson 8 years ago
parent
commit
dc73228ccf
1 changed files with 69 additions and 69 deletions
  1. 69 69
      Engine/source/T3D/staticShape.cpp

+ 69 - 69
Engine/source/T3D/staticShape.cpp

@@ -45,48 +45,48 @@ static const U32 sgAllowedDynamicTypes = 0xffffff;
 IMPLEMENT_CO_DATABLOCK_V1(StaticShapeData);
 
 ConsoleDocClass( StaticShapeData,
-	"@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
+   "@brief The most basic ShapeBaseData derrived shape datablock available in Torque 3D.\n\n"
 
-	"When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
-	"1. TSStatic objects\n\n"
-	"2. ShapeBase derived objects\n\n"
+   "When it comes to placing 3D objects in the scene, you effectively have two options:\n\n"
+   "1. TSStatic objects\n\n"
+   "2. ShapeBase derived objects\n\n"
 
-	"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
-	"will use one of its child classes instead. Several game related objects are derived "
-	"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
+   "Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
+   "will use one of its child classes instead. Several game related objects are derived "
+   "from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
 
-	"When you need a 3D object with datablock capabilities, you will use an object derived "
-	"from ShapeBase. When you need an object with extremely low overhead, and with no other "
-	"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
+   "When you need a 3D object with datablock capabilities, you will use an object derived "
+   "from ShapeBase. When you need an object with extremely low overhead, and with no other "
+   "purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
 
-	"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
-	"additional functionality you see in Player, Item, Vehicle or the other game play "
-	"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock.  Having "
+   "The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
+   "additional functionality you see in Player, Item, Vehicle or the other game play "
+   "heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock.  Having "
    "a datablock provides a location for common variables as well as having access to "
    "various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
 
-	"@tsexample\n"
-	   "// Create a StaticShape using a datablock\n"
-	   "datablock StaticShapeData(BasicShapeData)\n" 
-	   "{\n"
-	   "	shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
-	   "	testVar = \"Simple string, not a stock variable\";\n"
-	   "};\n\n"
-	   "new StaticShape()\n"
-	   "{\n"
-	   "	dataBlock = \"BasicShapeData\";\n"
-	   "	position = \"0.0 0.0 0.0\";\n"
-	   "	rotation = \"1 0 0 0\";\n"
-	   "	scale = \"1 1 1\";\n"
-	   "};\n"
-	"@endtsexample\n\n"
-
-	"@see StaticShape\n"
+   "@tsexample\n"
+      "// Create a StaticShape using a datablock\n"
+      "datablock StaticShapeData(BasicShapeData)\n" 
+      "{\n"
+      "  shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
+      "  testVar = \"Simple string, not a stock variable\";\n"
+      "};\n\n"
+      "new StaticShape()\n"
+      "{\n"
+      "  dataBlock = \"BasicShapeData\";\n"
+      "  position = \"0.0 0.0 0.0\";\n"
+      "  rotation = \"1 0 0 0\";\n"
+      "  scale = \"1 1 1\";\n"
+      "};\n"
+   "@endtsexample\n\n"
+
+   "@see StaticShape\n"
    "@see ShapeBaseData\n"
-	"@see TSStatic\n\n"
+   "@see TSStatic\n\n"
 
-	"@ingroup gameObjects\n"
-	"@ingroup Datablocks");
+   "@ingroup gameObjects\n"
+   "@ingroup Datablocks");
 
 StaticShapeData::StaticShapeData()
 {
@@ -128,47 +128,47 @@ void StaticShapeData::unpackData(BitStream* stream)
 IMPLEMENT_CO_NETOBJECT_V1(StaticShape);
 
 ConsoleDocClass( StaticShape,
-	"@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
+   "@brief The most basic 3D shape with a datablock available in Torque 3D.\n\n"
 
-	"When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
-	"1. TSStatic objects\n\n"
-	"2. ShapeBase derived objects\n\n"
+   "When it comes to placing 3D objects in the scene, you technically have two options:\n\n"
+   "1. TSStatic objects\n\n"
+   "2. ShapeBase derived objects\n\n"
 
-	"Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
-	"will use one of its child classes instead. Several game related objects are derived "
-	"from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
+   "Since ShapeBase and ShapeBaseData are not meant to be instantiated in script, you "
+   "will use one of its child classes instead. Several game related objects are derived "
+   "from ShapeBase: Player, Vehicle, Item, and so on.\n\n"
 
-	"When you need a 3D object with datablock capabilities, you will use an object derived "
-	"from ShapeBase. When you need an object with extremely low overhead, and with no other "
-	"purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
+   "When you need a 3D object with datablock capabilities, you will use an object derived "
+   "from ShapeBase. When you need an object with extremely low overhead, and with no other "
+   "purpose than to be a 3D object in the scene, you will use TSStatic.\n\n"
 
-	"The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
-	"additional functionality you see in Player, Item, Vehicle or the other game play "
-	"heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock.  Having "
+   "The most basic child of ShapeBase is StaticShape. It does not introduce any of the "
+   "additional functionality you see in Player, Item, Vehicle or the other game play "
+   "heavy classes. At its core, it is comparable to a TSStatic, but with a datbalock.  Having "
    "a datablock provides a location for common variables as well as having access to "
    "various ShapeBaseData, GameBaseData and SimDataBlock callbacks.\n\n"
 
-	"@tsexample\n"
-	   "// Create a StaticShape using a datablock\n"
-	   "datablock StaticShapeData(BasicShapeData)\n" 
-	   "{\n"
-	   "	shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
-	   "	testVar = \"Simple string, not a stock variable\";\n"
-	   "};\n\n"
-	   "new StaticShape()\n"
-	   "{\n"
-	   "	dataBlock = \"BasicShapeData\";\n"
-	   "	position = \"0.0 0.0 0.0\";\n"
-	   "	rotation = \"1 0 0 0\";\n"
-	   "	scale = \"1 1 1\";\n"
-	   "};\n"
-	"@endtsexample\n\n"
-
-	"@see StaticShapeData\n"
-	"@see ShapeBase\n"
-	"@see TSStatic\n\n"
-
-	"@ingroup gameObjects\n");
+   "@tsexample\n"
+      "// Create a StaticShape using a datablock\n"
+      "datablock StaticShapeData(BasicShapeData)\n" 
+      "{\n"
+      "  shapeFile = \"art/shapes/items/kit/healthkit.dts\";\n"
+      "  testVar = \"Simple string, not a stock variable\";\n"
+      "};\n\n"
+      "new StaticShape()\n"
+      "{\n"
+      "  dataBlock = \"BasicShapeData\";\n"
+      "  position = \"0.0 0.0 0.0\";\n"
+      "  rotation = \"1 0 0 0\";\n"
+      "  scale = \"1 1 1\";\n"
+      "};\n"
+   "@endtsexample\n\n"
+
+   "@see StaticShapeData\n"
+   "@see ShapeBase\n"
+   "@see TSStatic\n\n"
+
+   "@ingroup gameObjects\n");
 
 StaticShape::StaticShape()
 {
@@ -240,7 +240,7 @@ void StaticShape::setTransform(const MatrixF& mat)
    setMaskBits(PositionMask);
 }
 
-void StaticShape::onUnmount(ShapeBase*,S32)
+void StaticShape::onUnmount(SceneObject*,S32)
 {
    // Make sure the client get's the final server pos.
    setMaskBits(PositionMask);
@@ -303,7 +303,7 @@ void StaticShape::unpackUpdate(NetConnection *connection, BitStream *bstream)
 // Marked internal, as this is flagged to be deleted
 // [8/1/2010 mperry]
 DefineConsoleMethod( StaticShape, setPoweredState, void, (bool isPowered), , "(bool isPowered)"
-			  "@internal")
+           "@internal")
 {
    if(!object->isServerObject())
       return;