recieve -> receive
Reported by Stan in 13288df4f4
This was SVN commit r22169.
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493f6061cb
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0b1593e268
@ -3,7 +3,7 @@ Trigger.prototype.WonderVictoryEntityRenamed = function(data)
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if (this.wonderVictoryMessages[data.entity] && Engine.QueryInterface(data.newentity, IID_Wonder))
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{
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// When an entity is renamed, we first create a new entity,
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// which in case it is a wonder will recieve a timer.
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// which in case it is a wonder will receive a timer.
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// However on a rename we want to use the timer from the old entity,
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// so we need to remove the timer of the new entity.
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this.WonderVictoryDeleteTimer(data.newentity);
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@ -2812,7 +2812,7 @@ UnitAI.prototype.UnitFsmSpec = {
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if (!oldData.autocontinue)
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return;
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// If this building was e.g. a farm of ours, the entities that recieved
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// If this building was e.g. a farm of ours, the entities that received
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// the build command should start gathering from it
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if ((oldData.force || oldData.autoharvest) && this.CanGather(msg.data.newentity))
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{
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@ -850,7 +850,7 @@ void XmppClient::handleMUCParticipantPresence(glooxwrapper::MUCRoom*, const gloo
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}
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else
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{
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/* During the initialization process, we recieve join messages for everyone
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/* During the initialization process, we receive join messages for everyone
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* currently in the room. We don't want to display these, so we filter them
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* out. We will always be the last to join during initialization.
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*/
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