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Fixup: typo: 'hiehgt' -> 'height' in a few places around the codebase
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4 changed files with 4 additions and 4 deletions
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@ -1339,7 +1339,7 @@ static int Ballistics( const idVec3 &start, const idVec3 &end, float speed, floa
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=====================
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=====================
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HeightForTrajectory
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HeightForTrajectory
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Returns the maximum hieght of a given trajectory
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Returns the maximum height of a given trajectory
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=====================
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=====================
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*/
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*/
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#if 0
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#if 0
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@ -293,7 +293,7 @@ idCVar rb_showVelocity( "rb_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "s
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idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" );
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idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" );
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// The default values for player movement cvars are set in def/player.def
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// The default values for player movement cvars are set in def/player.def
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idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate hieght the player can jump" );
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idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate height the player can jump" );
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idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" );
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idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" );
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idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" );
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idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" );
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idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" );
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idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" );
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@ -1342,7 +1342,7 @@ static int Ballistics( const idVec3 &start, const idVec3 &end, float speed, floa
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=====================
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=====================
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HeightForTrajectory
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HeightForTrajectory
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Returns the maximum hieght of a given trajectory
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Returns the maximum height of a given trajectory
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=====================
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=====================
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*/
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*/
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#if 0
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#if 0
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@ -231,7 +231,7 @@ idCVar rb_showVelocity( "rb_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "s
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idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" );
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idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" );
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// The default values for player movement cvars are set in def/player.def
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// The default values for player movement cvars are set in def/player.def
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idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate hieght the player can jump" );
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idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate height the player can jump" );
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idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" );
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idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" );
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idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" );
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idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" );
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idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" );
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idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" );
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