Fixup: typo: 'hiehgt' -> 'height' in a few places around the codebase

This commit is contained in:
James Addison 2023-01-11 16:16:34 +00:00 committed by Daniel Gibson
parent 95d8d75ae0
commit d57f438db1
6 changed files with 6 additions and 6 deletions

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@ -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

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@ -294,7 +294,7 @@ 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" );

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@ -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

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@ -232,7 +232,7 @@ 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" );

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@ -1357,7 +1357,7 @@ BEGIN
PUSHBUTTON "Cancel",IDCANCEL,136,24,42,14
LTEXT "This creates a set of stairs using the selected brush as a template. You may optionally specify a rotation angle to be applied to each new step",
IDC_STATIC,7,7,120,37
LTEXT "After pressing OK, left click to select a ""height"" point for the stairs. Enough stairs will be created to consume the hieght (Z) between the selected brush and the point you specify",
LTEXT "After pressing OK, left click to select a ""height"" point for the stairs. Enough stairs will be created to consume the height (Z) between the selected brush and the point you specify",
IDC_STATIC,7,46,116,53
LTEXT "Rotation per step:",IDC_STATIC,7,104,57,8
EDITTEXT IDC_EDIT_ROTATION,69,102,40,12,ES_AUTOHSCROLL

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@ -83,7 +83,7 @@ toolTip_t DialogAFBody::toolTips[] = {
{ IDC_BUTTON_CM_BROWSE, "browse custom collision model" },
{ IDC_COMBO_BONE_JOINT1, "first joint of bone collision model" },
{ IDC_COMBO_BONE_JOINT2, "second joint of bone collision model" },
{ IDC_EDIT_CM_HEIGHT, "hieght of the collision model" },
{ IDC_EDIT_CM_HEIGHT, "height of the collision model" },
{ IDC_EDIT_CM_WIDTH, "width of the collision model" },
{ IDC_EDIT_CM_LENGTH, "length of the collision model" },
{ IDC_EDIT_CM_NUMSIDES, "number of sides of the collision model" },