From 8123900e147c0ac3ed1745a4e8f310bf4b284619 Mon Sep 17 00:00:00 2001 From: James Addison Date: Wed, 11 Jan 2023 16:16:34 +0000 Subject: [PATCH] Fixup: typo: 'hiehgt' -> 'height' in a few places around the codebase --- d3xp/ai/AI_pathing.cpp | 2 +- d3xp/gamesys/SysCvar.cpp | 2 +- game/ai/AI_pathing.cpp | 2 +- game/gamesys/SysCvar.cpp | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) diff --git a/d3xp/ai/AI_pathing.cpp b/d3xp/ai/AI_pathing.cpp index a9825bd..a57a24e 100644 --- a/d3xp/ai/AI_pathing.cpp +++ b/d3xp/ai/AI_pathing.cpp @@ -1339,7 +1339,7 @@ static int Ballistics( const idVec3 &start, const idVec3 &end, float speed, floa ===================== HeightForTrajectory -Returns the maximum hieght of a given trajectory +Returns the maximum height of a given trajectory ===================== */ #if 0 diff --git a/d3xp/gamesys/SysCvar.cpp b/d3xp/gamesys/SysCvar.cpp index f2bb0b7..b57abda 100644 --- a/d3xp/gamesys/SysCvar.cpp +++ b/d3xp/gamesys/SysCvar.cpp @@ -293,7 +293,7 @@ idCVar rb_showVelocity( "rb_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "s idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" ); // The default values for player movement cvars are set in def/player.def -idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate hieght the player can jump" ); +idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate height the player can jump" ); idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" ); idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" ); idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" ); diff --git a/game/ai/AI_pathing.cpp b/game/ai/AI_pathing.cpp index 8c19de3..57f38eb 100644 --- a/game/ai/AI_pathing.cpp +++ b/game/ai/AI_pathing.cpp @@ -1342,7 +1342,7 @@ static int Ballistics( const idVec3 &start, const idVec3 &end, float speed, floa ===================== HeightForTrajectory -Returns the maximum hieght of a given trajectory +Returns the maximum height of a given trajectory ===================== */ #if 0 diff --git a/game/gamesys/SysCvar.cpp b/game/gamesys/SysCvar.cpp index 7aad60d..e2d64e7 100644 --- a/game/gamesys/SysCvar.cpp +++ b/game/gamesys/SysCvar.cpp @@ -231,7 +231,7 @@ idCVar rb_showVelocity( "rb_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "s idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" ); // The default values for player movement cvars are set in def/player.def -idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate hieght the player can jump" ); +idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate height the player can jump" ); idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" ); idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" ); idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" );