--- deliantra/server/server/spell_util.C 2016/11/16 23:42:03 1.128 +++ deliantra/server/server/spell_util.C 2017/01/29 02:47:06 1.129 @@ -364,7 +364,7 @@ /* Returns true if it is ok to put spell *op on the space/may provided. * immune_stop is basically the attacktype of the spell (why * passed as a different value, not sure of). If immune_stop - * has the AT_MAGIC bit set, and there is a counterwall + * has the AT_MAGIC bit set, and there is a counterwall * on the space, the object doesn't get placed. if immune stop * does not have AT_MAGIC, then counterwalls do not effect the spell. */ @@ -625,7 +625,7 @@ return; /* find a free square nearby - * first we check the closest square for free squares + * first we check the closest square for free squares */ dir = find_first_free_spot (at, op->map, op->x, op->y); @@ -722,10 +722,10 @@ }; /* shuffle_attack: peterm - * This routine shuffles the attack of op to one of the + * This routine shuffles the attack of op to one of the * ones in the list. It does this at random. It also * chooses a face appropriate to the attack that is - * being committed by that square at the moment. + * being committed by that square at the moment. * right now it's being used by color spray and create pool of * chaos. * This could really be a better implementation - the @@ -947,7 +947,7 @@ return 0; } - /* if caster is a spell casting object, this normally shouldn't be + /* if caster is a spell casting object, this normally shouldn't be * an issue, because they don't have any spellpaths set up. */ if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) @@ -959,7 +959,7 @@ object *skill = 0; /* if it is a player casting the spell, and they are really casting it - * (vs it coming from a wand, scroll, or whatever else), do some + * (vs it coming from a wand, scroll, or whatever else), do some * checks. We let monsters do special things - eg, they * don't need the SKILL, BYpass level checks, etc. The monster function * should take care of that. @@ -1001,7 +1001,7 @@ if (spell_ob->level > caster_level) { op->failmsgf ("You lack enough skill to cast that spell! " - "H", + "H", caster_level, msg, spell_ob->level); if (!op->is_wiz ()) return 0; @@ -1107,7 +1107,7 @@ op->speed_left += 4 * op->speed; // ~0.5s on failure /* Take into account how long it takes to cast the spell. - * if the player is casting it, then we use the time in + * if the player is casting it, then we use the time in * the spell object. If it is a spell object, have it * take two ticks. Things that cast spells on the players * behalf (eg, altars, and whatever else) shouldn't cost