allways -> always.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1172 fc73d0e0-1445-4013-8a0c-d673dee63da5
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17 changed files with 27 additions and 27 deletions
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@ -307,7 +307,7 @@ readnext:
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realtime = demotime; // warp
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}
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else if (!cl.paused && cls.state >= ca_onserver)
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{ // allways grab until fully connected
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{ // always grab until fully connected
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if (realtime + 1.0 < demotime)
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{
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// too far back
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@ -547,7 +547,7 @@ void CL_FinishMove (usercmd_t *cmd, int msecs, int pnum)
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int bits;
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//
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// allways dump the first two message, because it may contain leftover inputs
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// always dump the first two message, because it may contain leftover inputs
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// from the last level
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//
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if (++cl.movemessages <= 2)
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@ -667,7 +667,7 @@ void CLNQ_SendMove (usercmd_t *cmd, int pnum, sizebuf_t *buf)
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if (cls.demoplayback!=DPB_NONE)
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return; //err... don't bother... :)
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//
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// allways dump the first two message, because it may contain leftover inputs
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// always dump the first two message, because it may contain leftover inputs
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// from the last level
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//
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if (++cl.movemessages <= 2)
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@ -66,7 +66,7 @@ Con_Printf ();
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net
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turn off messages option
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the refresh is allways rendered, unless the console is full screen
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the refresh is always rendered, unless the console is full screen
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console is:
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@ -447,7 +447,7 @@ typedef struct
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// the client simulates or interpolates movement to get these values
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double time; // this is the time value that the client
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// is rendering at. allways <= realtime
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// is rendering at. always <= realtime
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float gametime;
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float gametimemark;
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float oldgametime; //used as the old time to lerp cl.time from.
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@ -852,7 +852,7 @@ void Con_DrawInput (void)
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int si, x;
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if (key_dest != key_console && cls.state == ca_active)
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return; // don't draw anything (allways draw if not active)
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return; // don't draw anything (always draw if not active)
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if (!con_current->linebuffered)
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return; //fixme: draw any unfinished lines of the current console instead.
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@ -118,7 +118,7 @@ typedef struct
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float fvrectbottom; // bottommost edge, for Alias clamping
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float horizontalFieldOfView; // at Z = 1.0, this many X is visible
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// 2.0 = 90 degrees
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float xOrigin; // should probably allways be 0.5
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float xOrigin; // should probably always be 0.5
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float yOrigin; // between be around 0.3 to 0.5
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vec3_t vieworg;
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@ -739,7 +739,7 @@ channel_t *SND_PickChannel(soundcardinfo_t *sc, int entnum, int entchannel)
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if (entchannel != 0 // channel 0 never overrides
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&& sc->channel[ch_idx].entnum == entnum
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&& (sc->channel[ch_idx].entchannel == entchannel || entchannel == -1) && sc->channel[ch_idx].end > snd_speed/10)
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{ // allways override sound from same entity
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{ // always override sound from same entity
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first_to_die = ch_idx;
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break;
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}
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@ -778,7 +778,7 @@ void SND_Spatialize(soundcardinfo_t *sc, channel_t *ch)
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sfx_t *snd;
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int i;
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// anything coming from the view entity will allways be full volume
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// anything coming from the view entity will always be full volume
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if (ch->entnum == -1 || ch->entnum == cl.playernum[0]+1)
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{
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for (i = 0; i < sc->sn.numchannels; i++)
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@ -1074,7 +1074,7 @@ void V_CalcIntermissionRefdef (int pnum)
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VectorCopy (cl.simangles[pnum], r_refdef.viewangles);
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view->model = NULL;
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// allways idle in intermission
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// always idle in intermission
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old = v_idlescale.value;
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v_idlescale.value = 1;
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V_AddIdle (pnum);
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@ -96,7 +96,7 @@ extern int Cmd_ExecLevel;
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extern cvar_t cmd_gamecodelevel, cmd_allowaccess;
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// The functions that execute commands get their parameters with these
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// functions. Cmd_Argv () will return an empty string, not a NULL
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// if arg > argc, so string operations are allways safe.
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// if arg > argc, so string operations are always safe.
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int Cmd_CheckParm (char *parm);
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// Returns the position (1 to argc-1) in the command's argument list
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@ -3055,7 +3055,7 @@ int loadsize;
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COM_LoadFile
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Filename are reletive to the quake directory.
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Allways appends a 0 qbyte to the loaded data.
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Always appends a 0 qbyte to the loaded data.
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============
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*/
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qbyte *COM_LoadFile (char *path, int usehunk)
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@ -3154,7 +3154,7 @@ qbyte *COM_LoadFile (char *path, int usehunk)
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COM_LoadFile
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Filename are reletive to the quake directory.
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Allways appends a 0 qbyte to the loaded data.
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Always appends a 0 qbyte to the loaded data.
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============
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*/
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/*
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@ -56,7 +56,7 @@ If the message buffer is overflowed, either by a single message, or by
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multiple frames worth piling up while the last reliable transmit goes
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unacknowledged, the netchan signals a fatal error.
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Reliable messages are allways placed first in a packet, then the unreliable
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Reliable messages are always placed first in a packet, then the unreliable
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message is included if there is sufficient room.
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To the receiver, there is no distinction between the reliable and unreliable
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@ -96,7 +96,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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// out of band message id bytes
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// M = master, S = server, C = client, A = any
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// the second character will allways be \n if the message isn't a single
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// the second character will always be \n if the message isn't a single
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// qbyte long (?? not true anymore?)
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#define S2C_CHALLENGE 'c'
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@ -306,7 +306,7 @@ enum clcq2_ops_e
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//==============================================
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// playerinfo flags from server
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// playerinfo allways sends: playernum, flags, origin[] and framenumber
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// playerinfo always sends: playernum, flags, origin[] and framenumber
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#define PF_MSEC (1<<0)
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#define PF_COMMAND (1<<1)
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@ -368,7 +368,7 @@ enum clcq2_ops_e
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// if the high bit of the client to server qbyte is set, the low bits are
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// client move cmd bits
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// ms and angle2 are allways sent, the others are optional
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// ms and angle2 are always sent, the others are optional
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#define CM_ANGLE1 (1<<0)
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#define CM_ANGLE3 (1<<1)
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#define CM_FORWARD (1<<2)
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@ -825,10 +825,10 @@ typedef struct q1usercmd_s
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// entity_state_t->renderfx flags
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#define Q2RF_MINLIGHT 1 // allways have some light (viewmodel)
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#define Q2RF_MINLIGHT 1 // always have some light (viewmodel)
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#define Q2RF_EXTERNALMODEL 2 // don't draw through eyes, only mirrors
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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#define Q2RF_FULLBRIGHT 8 // allways draw full intensity
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#define Q2RF_FULLBRIGHT 8 // always draw full intensity
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#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
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#define Q2RF_TRANSLUCENT 32
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#define Q2RF_FRAMELERP 64
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@ -24,10 +24,10 @@ typedef struct
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// entity_state_t->renderfx flags
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#define Q2RF_MINLIGHT 1 // allways have some light (viewmodel)
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#define Q2RF_MINLIGHT 1 // always have some light (viewmodel)
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#define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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#define Q2RF_FULLBRIGHT 8 // allways draw full intensity
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#define Q2RF_FULLBRIGHT 8 // always draw full intensity
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#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
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#define Q2RF_TRANSLUCENT 32
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#define Q2RF_FRAMELERP 64
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@ -82,7 +82,7 @@ other pointer types for models and clients?
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compact string heap?
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allways initialize all variables to something safe
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always initialize all variables to something safe
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the def->type->type arrangement is really silly.
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@ -290,7 +290,7 @@ FILE *asmfile;
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#endif
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//=============================================================================
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// offsets are allways multiplied by 4 before using
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// offsets are always multiplied by 4 before using
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typedef unsigned int gofs_t; // offset in global data block
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typedef struct QCC_function_s QCC_function_t;
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@ -383,7 +383,7 @@ struct QCC_function_s
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char *file; // source file with definition
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int file_line;
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struct QCC_def_s *def;
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unsigned int parm_ofs[MAX_PARMS]; // allways contiguous, right?
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unsigned int parm_ofs[MAX_PARMS]; // always contiguous, right?
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};
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@ -3523,7 +3523,7 @@ void SV_InitNet (void)
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for (i = 0; sv_masterlist[i].cv.name; i++)
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Cvar_Register(&sv_masterlist[i].cv, "master servers");
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// heartbeats will allways be sent to the id master
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// heartbeats will always be sent to the id master
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svs.last_heartbeat = -99999; // send immediately
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// NET_StringToAdr ("192.246.40.70:27000", &idmaster_adr);
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}
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@ -1952,7 +1952,7 @@ void SV_Say (qboolean team)
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if (!sv.mvdrecording || !cls)
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return;
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// non-team messages should be seen allways, even if not tracking any player
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// non-team messages should be seen always, even if not tracking any player
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if (!team && ((host_client->spectator && sv_spectalk.value) || !host_client->spectator))
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{
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MVDWrite_Begin (dem_all, 0, strlen(text)+3);
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@ -840,7 +840,7 @@ void SWR_DrawViewModel (void)
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j = SWR_LightPoint (currententity->origin);
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if (j < 24)
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j = 24; // allways give some light on gun
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j = 24; // always give some light on gun
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r_viewlighting.ambientlight = j;
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r_viewlighting.shadelight = j;
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