From 73fa334c2a5b31a4ef1321548560b87a90e33579 Mon Sep 17 00:00:00 2001 From: Tobias Frost Date: Wed, 25 Feb 2015 22:01:00 +0100 Subject: [PATCH] Fixing some spelling errors: s/unkown/unknown, s/seperate/separate. (#107) --- neo/d3xp/gamesys/SysCvar.cpp | 2 +- neo/d3xp/physics/Physics_AF.cpp | 4 ++-- neo/framework/DeclAF.cpp | 2 +- neo/game/gamesys/SysCvar.cpp | 2 +- neo/game/physics/Physics_AF.cpp | 4 ++-- neo/idlib/Lexer.cpp | 2 +- neo/idlib/Parser.cpp | 2 +- 7 files changed, 9 insertions(+), 9 deletions(-) diff --git a/neo/d3xp/gamesys/SysCvar.cpp b/neo/d3xp/gamesys/SysCvar.cpp index 5ed1b1a3..e6e70691 100644 --- a/neo/d3xp/gamesys/SysCvar.cpp +++ b/neo/d3xp/gamesys/SysCvar.cpp @@ -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_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 ;" ); diff --git a/neo/d3xp/physics/Physics_AF.cpp b/neo/d3xp/physics/Physics_AF.cpp index b716b74e..098a4bfc 100644 --- a/neo/d3xp/physics/Physics_AF.cpp +++ b/neo/d3xp/physics/Physics_AF.cpp @@ -3075,7 +3075,7 @@ void idAFConstraint_Contact::ApplyFriction( float invTimeStep ) { 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() ) { impulse.SetData( 6, VECX_ALLOCA( 6 ) ); @@ -6963,7 +6963,7 @@ void idPhysics_AF::BuildTrees( void ) { } 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 ); } diff --git a/neo/framework/DeclAF.cpp b/neo/framework/DeclAF.cpp index 2809f29e..32bcf98d 100644 --- a/neo/framework/DeclAF.cpp +++ b/neo/framework/DeclAF.cpp @@ -893,7 +893,7 @@ bool idDeclAF::ParseBody( idLexer &src ) { src.Error( "custom models not yet implemented" ); return false; } else { - src.Error( "unkown model type %s", token.c_str() ); + src.Error( "unknown model type %s", token.c_str() ); return false; } } else if ( !token.Icmp( "origin" ) ) { diff --git a/neo/game/gamesys/SysCvar.cpp b/neo/game/gamesys/SysCvar.cpp index 9751ca8f..34fee96d 100644 --- a/neo/game/gamesys/SysCvar.cpp +++ b/neo/game/gamesys/SysCvar.cpp @@ -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_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 ;" ); diff --git a/neo/game/physics/Physics_AF.cpp b/neo/game/physics/Physics_AF.cpp index 69ea4a20..37304807 100644 --- a/neo/game/physics/Physics_AF.cpp +++ b/neo/game/physics/Physics_AF.cpp @@ -3074,7 +3074,7 @@ void idAFConstraint_Contact::ApplyFriction( float invTimeStep ) { 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() ) { impulse.SetData( 6, VECX_ALLOCA( 6 ) ); @@ -6962,7 +6962,7 @@ void idPhysics_AF::BuildTrees( void ) { } 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 ); } diff --git a/neo/idlib/Lexer.cpp b/neo/idlib/Lexer.cpp index 4629a58e..f125aeab 100644 --- a/neo/idlib/Lexer.cpp +++ b/neo/idlib/Lexer.cpp @@ -192,7 +192,7 @@ const char *idLexer::GetPunctuationFromId( int id ) { return idLexer::punctuations[i].p; } } - return "unkown punctuation"; + return "unknown punctuation"; } /* diff --git a/neo/idlib/Parser.cpp b/neo/idlib/Parser.cpp index a461a0e9..931fd52a 100644 --- a/neo/idlib/Parser.cpp +++ b/neo/idlib/Parser.cpp @@ -3144,7 +3144,7 @@ const char *idParser::GetPunctuationFromId( int id ) { return idParser::punctuations[i].p; } } - return "unkown punctuation"; + return "unknown punctuation"; } /*