Fixing some spelling errors: s/unkown/unknown, s/seperate/separate. (#107)

This commit is contained in:
Tobias Frost 2015-02-25 22:01:00 +01:00 committed by Daniel Gibson
parent 5a9cdc2ed8
commit 7b7c7a5238
6 changed files with 8 additions and 8 deletions

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@ -416,4 +416,4 @@ idCVar g_xp_bind_run_once( "g_xp_bind_run_once", "0", CVAR_GAME | CVAR_BOOL | CV
idCVar net_serverDownload( "net_serverDownload", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration" ); idCVar net_serverDownload( "net_serverDownload", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration" );
idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" ); idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" );
idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, seperated by ;" ); idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, separated by ;" );

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@ -3075,7 +3075,7 @@ void idAFConstraint_Contact::ApplyFriction( float invTimeStep ) {
return; return;
} }
// seperate friction per contact is silly but it's fast and often looks close enough // separate friction per contact is silly but it's fast and often looks close enough
if ( af_useImpulseFriction.GetBool() ) { if ( af_useImpulseFriction.GetBool() ) {
impulse.SetData( 6, VECX_ALLOCA( 6 ) ); impulse.SetData( 6, VECX_ALLOCA( 6 ) );
@ -6963,7 +6963,7 @@ void idPhysics_AF::BuildTrees( void ) {
} }
if ( trees.Num() > 1 ) { if ( trees.Num() > 1 ) {
gameLocal.Warning( "Articulated figure has multiple seperate tree structures for entity '%s' type '%s'.", gameLocal.Warning( "Articulated figure has multiple separate tree structures for entity '%s' type '%s'.",
self->name.c_str(), self->GetType()->classname ); self->name.c_str(), self->GetType()->classname );
} }

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@ -334,4 +334,4 @@ idCVar mod_validSkins( "mod_validSkins", "skins/characters/player/marine_mp
idCVar net_serverDownload( "net_serverDownload", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration" ); idCVar net_serverDownload( "net_serverDownload", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration" );
idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" ); idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" );
idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, seperated by ;" ); idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, separated by ;" );

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@ -3074,7 +3074,7 @@ void idAFConstraint_Contact::ApplyFriction( float invTimeStep ) {
return; return;
} }
// seperate friction per contact is silly but it's fast and often looks close enough // separate friction per contact is silly but it's fast and often looks close enough
if ( af_useImpulseFriction.GetBool() ) { if ( af_useImpulseFriction.GetBool() ) {
impulse.SetData( 6, VECX_ALLOCA( 6 ) ); impulse.SetData( 6, VECX_ALLOCA( 6 ) );
@ -6962,7 +6962,7 @@ void idPhysics_AF::BuildTrees( void ) {
} }
if ( trees.Num() > 1 ) { if ( trees.Num() > 1 ) {
gameLocal.Warning( "Articulated figure has multiple seperate tree structures for entity '%s' type '%s'.", gameLocal.Warning( "Articulated figure has multiple separate tree structures for entity '%s' type '%s'.",
self->name.c_str(), self->GetType()->classname ); self->name.c_str(), self->GetType()->classname );
} }

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@ -192,7 +192,7 @@ const char *idLexer::GetPunctuationFromId( int id ) {
return idLexer::punctuations[i].p; return idLexer::punctuations[i].p;
} }
} }
return "unkown punctuation"; return "unknown punctuation";
} }
/* /*

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@ -3144,7 +3144,7 @@ const char *idParser::GetPunctuationFromId( int id ) {
return idParser::punctuations[i].p; return idParser::punctuations[i].p;
} }
} }
return "unkown punctuation"; return "unknown punctuation";
} }
/* /*