diff --git a/src/server/player_sao.cpp b/src/server/player_sao.cpp index 57b39d403..a5961fa39 100644 --- a/src/server/player_sao.cpp +++ b/src/server/player_sao.cpp @@ -504,7 +504,7 @@ u32 PlayerSAO::punch(v3f dir, } else { actionstream << "(none)"; } - actionstream << " puched " << + actionstream << " punched " << getDescription() << " (id=" << m_id << ", hp=" << m_hp << "), damage=" << (old_hp - (s32)getHP()) << (damage_handled ? " (handled by Lua)" : "") << std::endl; @@ -663,7 +663,7 @@ bool PlayerSAO::checkMovementCheat() NOTE: Actually the server should handle player physics like the client does and compare player's position to what is calculated on our side. This is required when eg. players fly due to an - explosion. Altough a node-based alternative might be possible + explosion. Although a node-based alternative might be possible too, and much more lightweight. */