REFACTOR [anough to enough]

This commit is contained in:
Zack Middleton 2012-06-18 16:39:58 +00:00
parent 2579738256
commit a375f898f5
7 changed files with 21 additions and 21 deletions

View file

@ -848,7 +848,7 @@ int AAS_Reachability_Swim(int area1num, int area2num)
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
//if the areas are not near anough
//if the areas are not near enough
for (i = 0; i < 3; i++)
{
if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
@ -923,7 +923,7 @@ int AAS_Reachability_EqualFloorHeight(int area1num, int area2num)
area1 = &aasworld.areas[area1num];
area2 = &aasworld.areas[area2num];
//if the areas are not near anough in the x-y direction
//if the areas are not near enough in the x-y direction
for (i = 0; i < 2; i++)
{
if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
@ -1085,7 +1085,7 @@ int AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge(int area1num, int area2
area2 = &aasworld.areas[area2num];
//if the first area contains a liquid
area1swim = AAS_AreaSwim(area1num);
//if the areas are not near anough in the x-y direction
//if the areas are not near enough in the x-y direction
for (i = 0; i < 2; i++)
{
if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
@ -2131,7 +2131,7 @@ int AAS_Reachability_Jump(int area1num, int area2num)
//maximum height a player can jump with the given initial z velocity
maxjumpheight = AAS_MaxJumpHeight(phys_jumpvel);
//if the areas are not near anough in the x-y direction
//if the areas are not near enough in the x-y direction
for (i = 0; i < 2; i++)
{
if (area1->mins[i] > area2->maxs[i] + maxjumpdistance) return qfalse;

View file

@ -1988,7 +1988,7 @@ bot_moveresult_t BotTravel_Ladder(bot_movestate_t *ms, aas_reachability_t *reach
{
//botimport.Print(PRT_MESSAGE, "moving towards ladder\n");
VectorSubtract(reach->end, ms->origin, dir);
//make sure the horizontal movement is large anough
//make sure the horizontal movement is large enough
VectorCopy(dir, hordir);
hordir[2] = 0;
dist = VectorNormalize(hordir);

View file

@ -1696,7 +1696,7 @@ static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso
dir[2] += 100;
VectorNormalize( dir );
d = DotProduct(pole.axis[2], dir);
// if there is anough movement orthogonal to the flag pole
// if there is enough movement orthogonal to the flag pole
if (fabs(d) < 0.9) {
//
d = DotProduct(pole.axis[0], dir);

View file

@ -2451,7 +2451,7 @@ int AINode_Battle_Retreat(bot_state_t *bs) {
else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
&& !(bs->flags & BFL_IDEALVIEWSET) ) {
attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
//if the bot is skilled anough
//if the bot is skilled enough
if (attack_skill > 0.3) {
BotAimAtEnemy(bs);
}
@ -2597,7 +2597,7 @@ int AINode_Battle_NBG(bot_state_t *bs) {
else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET)
&& !(bs->flags & BFL_IDEALVIEWSET)) {
attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1);
//if the bot is skilled anough and the enemy is visible
//if the bot is skilled enough and the enemy is visible
if (attack_skill > 0.3) {
//&& BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)
BotAimAtEnemy(bs);

View file

@ -713,7 +713,7 @@ void BotCTFSeekGoals(bot_state_t *bs) {
//if the bot is roaming
if (bs->ctfroam_time > FloatTime())
return;
//if the bot has anough aggression to decide what to do
//if the bot has enough aggression to decide what to do
if (BotAggression(bs) < 50)
return;
//set the time to send a message to the team mates
@ -960,7 +960,7 @@ void Bot1FCTFSeekGoals(bot_state_t *bs) {
//if the bot is roaming
if (bs->ctfroam_time > FloatTime())
return;
//if the bot has anough aggression to decide what to do
//if the bot has enough aggression to decide what to do
if (BotAggression(bs) < 50)
return;
//set the time to send a message to the team mates
@ -1074,7 +1074,7 @@ void BotObeliskSeekGoals(bot_state_t *bs) {
//if the bot is roaming
if (bs->ctfroam_time > FloatTime())
return;
//if the bot has anough aggression to decide what to do
//if the bot has enough aggression to decide what to do
if (BotAggression(bs) < 50)
return;
//set the time to send a message to the team mates
@ -1219,7 +1219,7 @@ void BotHarvesterSeekGoals(bot_state_t *bs) {
//if the bot is roaming
if (bs->ctfroam_time > FloatTime())
return;
//if the bot has anough aggression to decide what to do
//if the bot has enough aggression to decide what to do
if (BotAggression(bs) < 50)
return;
//set the time to send a message to the team mates
@ -2515,7 +2515,7 @@ int BotWantsToCamp(bot_state_t *bs) {
bs->camp_time = FloatTime();
return qfalse;
}
//if the bot isn't healthy anough
//if the bot isn't healthy enough
if (BotAggression(bs) < 50) return qfalse;
//the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo
if ((bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_ROCKETS] < 10) &&
@ -2607,7 +2607,7 @@ void BotRoamGoal(bot_state_t *bs, vec3_t goal) {
//direction and length towards the roam target
VectorSubtract(trace.endpos, bs->origin, dir);
len = VectorNormalize(dir);
//if the roam target is far away anough
//if the roam target is far away enough
if (len > 200) {
//the roam target is in the given direction before walls
VectorScale(dir, len * trace.fraction - 40, dir);
@ -3398,7 +3398,7 @@ void BotAimAtEnemy(bot_state_t *bs) {
VectorSubtract(entinfo.origin, bs->enemyorigin, dir);
//if the enemy is NOT pretty far away and strafing just small steps left and right
if (!(dist > 100 && VectorLengthSquared(dir) < Square(32))) {
//if skilled anough do exact prediction
//if skilled enough do exact prediction
if (aim_skill > 0.8 &&
//if the weapon is ready to fire
bs->cur_ps.weaponstate == WEAPON_READY) {
@ -3458,10 +3458,10 @@ void BotAimAtEnemy(bot_state_t *bs) {
//if hitpoint is not vertically too far from the ground target
if (fabs(trace.endpos[2] - groundtarget[2]) < 50) {
VectorSubtract(trace.endpos, groundtarget, dir);
//if the hitpoint is near anough the ground target
//if the hitpoint is near enough the ground target
if (VectorLengthSquared(dir) < Square(60)) {
VectorSubtract(trace.endpos, start, dir);
//if the hitpoint is far anough from the bot
//if the hitpoint is far enough from the bot
if (VectorLengthSquared(dir) > Square(100)) {
//check if the bot is visible from the ground target
trace.endpos[2] += 1;
@ -3483,7 +3483,7 @@ void BotAimAtEnemy(bot_state_t *bs) {
//
VectorCopy(bs->lastenemyorigin, bestorigin);
bestorigin[2] += 8;
//if the bot is skilled anough
//if the bot is skilled enough
if (aim_skill > 0.5) {
//do prediction shots around corners
if (wi.number == WP_BFG ||

View file

@ -197,7 +197,7 @@ static void UI_LoadArenas( void ) {
UI_LoadArenasFromFile(filename);
}
trap_Print( va( "%i arenas parsed\n", ui_numArenas ) );
if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all arenas\n");
if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not enough memory in pool to load all arenas\n");
// set initial numbers
for( n = 0; n < ui_numArenas; n++ ) {
@ -347,7 +347,7 @@ static void UI_LoadBotsFromFile( char *filename ) {
trap_FS_FCloseFile( f );
ui_numBots += UI_ParseInfos( buf, MAX_BOTS - ui_numBots, &ui_botInfos[ui_numBots] );
if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all bots\n");
if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not enough memory in pool to load all bots\n");
}
/*

View file

@ -164,7 +164,7 @@ void UI_LoadArenas( void ) {
}
trap_Print( va( "%i arenas parsed\n", ui_numArenas ) );
if (UI_OutOfMemory()) {
trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all arenas\n");
trap_Print(S_COLOR_YELLOW"WARNING: not enough memory in pool to load all arenas\n");
}
for( n = 0; n < ui_numArenas; n++ ) {