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REFACTOR [reletive -> relative]
From /dev/humancontroller.
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10 changed files with 13 additions and 13 deletions
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@ -149,7 +149,7 @@ static void CG_AddTestModel (void) {
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return;
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}
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// if testing a gun, set the origin reletive to the view origin
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// if testing a gun, set the origin relative to the view origin
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if ( cg.testGun ) {
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VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
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VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
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@ -677,7 +677,7 @@ static int CG_CalcViewValues( void ) {
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CG_OffsetFirstPersonView();
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}
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// position eye reletive to origin
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// position eye relative to origin
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AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
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if ( cg.hyperspace ) {
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@ -45,8 +45,8 @@ void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocit
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void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
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void S_StopLoopingSound(int entityNum );
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// recompute the reletive volumes for all running sounds
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// reletive to the given entityNum / orientation
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// recompute the relative volumes for all running sounds
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// relative to the given entityNum / orientation
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void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
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// let the sound system know where an entity currently is
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@ -314,7 +314,7 @@ static float PM_CmdScale( usercmd_t *cmd ) {
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================
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PM_SetMovementDir
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Determine the rotation of the legs reletive
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Determine the rotation of the legs relative
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to the facing dir
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================
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*/
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@ -330,7 +330,7 @@ typedef enum {
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#define PLAYEREVENT_HOLYSHIT 0x0004
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// entityState_t->event values
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// entity events are for effects that take place reletive
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// entity events are for effects that take place relative
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// to an existing entities origin. Very network efficient.
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// two bits at the top of the entityState->event field
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@ -206,7 +206,7 @@ void SP_target_speaker( gentity_t *ent ) {
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G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
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}
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// force all client reletive sounds to be "activator" speakers that
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// force all client relative sounds to be "activator" speakers that
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// play on the entity that activates it
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if ( s[0] == '*' ) {
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ent->spawnflags |= 8;
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@ -49,7 +49,7 @@ The "base path" is the path to the directory holding all the game directories an
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the executable. It defaults to ".", but can be overridden with a "+set fs_basepath c:\quake3"
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command line to allow code debugging in a different directory. Basepath cannot
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be modified at all after startup. Any files that are created (demos, screenshots,
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etc) will be created reletive to the base path, so base path should usually be writable.
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etc) will be created relative to the base path, so base path should usually be writable.
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The "home path" is the path used for all write access. On win32 systems we have "base path"
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== "home path", but on *nix systems the base installation is usually readonly, and
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@ -1912,7 +1912,7 @@ void FS_FreeFile( void *buffer ) {
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============
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FS_WriteFile
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Filename are reletive to the quake search path
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Filename are relative to the quake search path
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============
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*/
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void FS_WriteFile( const char *qpath, const void *buffer, int size ) {
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@ -1143,7 +1143,7 @@ typedef struct playerState_s {
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int torsoTimer; // don't change low priority animations until this runs out
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int torsoAnim; // mask off ANIM_TOGGLEBIT
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int movementDir; // a number 0 to 7 that represents the reletive angle
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int movementDir; // a number 0 to 7 that represents the relative angle
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// of movement to the view angle (axial and diagonals)
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// when at rest, the value will remain unchanged
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// used to twist the legs during strafing
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@ -795,7 +795,7 @@ typedef enum {
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SE_NONE = 0, // evTime is still valid
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SE_KEY, // evValue is a key code, evValue2 is the down flag
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SE_CHAR, // evValue is an ascii char
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SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves
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SE_MOUSE, // evValue and evValue2 are relative signed x / y moves
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SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127)
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SE_CONSOLE // evPtr is a char*
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} sysEventType_t;
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@ -29,7 +29,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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LIGHT FLARES
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A light flare is an effect that takes place inside the eye when bright light
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sources are visible. The size of the flare reletive to the screen is nearly
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sources are visible. The size of the flare relative to the screen is nearly
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constant, irrespective of distance, but the intensity should be proportional to the
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projected area of the light source.
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@ -1940,7 +1940,7 @@ static void FixRenderCommandList( int newShader ) {
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SortNewShader
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Positions the most recently created shader in the tr.sortedShaders[]
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array so that the shader->sort key is sorted reletive to the other
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array so that the shader->sort key is sorted relative to the other
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shaders.
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Sets shader->sortedIndex
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