From d57f438db1abb86d5b719abab572420c02f1fc9b 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 --- neo/d3xp/ai/AI_pathing.cpp | 2 +- neo/d3xp/gamesys/SysCvar.cpp | 2 +- neo/game/ai/AI_pathing.cpp | 2 +- neo/game/gamesys/SysCvar.cpp | 2 +- neo/sys/win32/rc/Radiant.rc | 2 +- neo/tools/af/DialogAFBody.cpp | 2 +- 6 files changed, 6 insertions(+), 6 deletions(-) diff --git a/neo/d3xp/ai/AI_pathing.cpp b/neo/d3xp/ai/AI_pathing.cpp index a9825bda..a57a24ef 100644 --- a/neo/d3xp/ai/AI_pathing.cpp +++ b/neo/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/neo/d3xp/gamesys/SysCvar.cpp b/neo/d3xp/gamesys/SysCvar.cpp index 18ab85f7..e1704cc2 100644 --- a/neo/d3xp/gamesys/SysCvar.cpp +++ b/neo/d3xp/gamesys/SysCvar.cpp @@ -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" ); diff --git a/neo/game/ai/AI_pathing.cpp b/neo/game/ai/AI_pathing.cpp index 8c19de33..57f38eba 100644 --- a/neo/game/ai/AI_pathing.cpp +++ b/neo/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/neo/game/gamesys/SysCvar.cpp b/neo/game/gamesys/SysCvar.cpp index f5028e86..940c1d88 100644 --- a/neo/game/gamesys/SysCvar.cpp +++ b/neo/game/gamesys/SysCvar.cpp @@ -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" ); diff --git a/neo/sys/win32/rc/Radiant.rc b/neo/sys/win32/rc/Radiant.rc index 56699f9e..2e81f0b6 100644 --- a/neo/sys/win32/rc/Radiant.rc +++ b/neo/sys/win32/rc/Radiant.rc @@ -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 diff --git a/neo/tools/af/DialogAFBody.cpp b/neo/tools/af/DialogAFBody.cpp index 8504e101..a5393dcc 100644 --- a/neo/tools/af/DialogAFBody.cpp +++ b/neo/tools/af/DialogAFBody.cpp @@ -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" },