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Fixup: typo: 'hiehgt' -> 'height' in a few places around the codebase
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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
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=====================
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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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#if 0
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@ -294,7 +294,7 @@ 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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// 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_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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@ -1342,7 +1342,7 @@ static int Ballistics( const idVec3 &start, const idVec3 &end, float speed, floa
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=====================
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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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#if 0
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@ -232,7 +232,7 @@ 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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// 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_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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@ -1357,7 +1357,7 @@ BEGIN
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PUSHBUTTON "Cancel",IDCANCEL,136,24,42,14
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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",
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IDC_STATIC,7,7,120,37
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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",
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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",
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IDC_STATIC,7,46,116,53
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LTEXT "Rotation per step:",IDC_STATIC,7,104,57,8
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EDITTEXT IDC_EDIT_ROTATION,69,102,40,12,ES_AUTOHSCROLL
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@ -83,7 +83,7 @@ toolTip_t DialogAFBody::toolTips[] = {
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{ IDC_BUTTON_CM_BROWSE, "browse custom collision model" },
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{ IDC_COMBO_BONE_JOINT1, "first joint of bone collision model" },
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{ IDC_COMBO_BONE_JOINT2, "second joint of bone collision model" },
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{ IDC_EDIT_CM_HEIGHT, "hieght of the collision model" },
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{ IDC_EDIT_CM_HEIGHT, "height of the collision model" },
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{ IDC_EDIT_CM_WIDTH, "width of the collision model" },
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{ IDC_EDIT_CM_LENGTH, "length of the collision model" },
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{ IDC_EDIT_CM_NUMSIDES, "number of sides of the collision model" },
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