REFACTOR [reletive -> relative]

From /dev/humancontroller.
This commit is contained in:
Zack Middleton 2012-06-18 16:32:03 +00:00
parent f3e7012bdb
commit ad5c5c32a6
10 changed files with 13 additions and 13 deletions

View file

@ -149,7 +149,7 @@ static void CG_AddTestModel (void) {
return; return;
} }
// if testing a gun, set the origin reletive to the view origin // if testing a gun, set the origin relative to the view origin
if ( cg.testGun ) { if ( cg.testGun ) {
VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin ); VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] ); VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
@ -677,7 +677,7 @@ static int CG_CalcViewValues( void ) {
CG_OffsetFirstPersonView(); CG_OffsetFirstPersonView();
} }
// position eye reletive to origin // position eye relative to origin
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
if ( cg.hyperspace ) { if ( cg.hyperspace ) {

View file

@ -45,8 +45,8 @@ void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocit
void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void S_StopLoopingSound(int entityNum ); void S_StopLoopingSound(int entityNum );
// recompute the reletive volumes for all running sounds // recompute the relative volumes for all running sounds
// reletive to the given entityNum / orientation // relative to the given entityNum / orientation
void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
// let the sound system know where an entity currently is // let the sound system know where an entity currently is

View file

@ -314,7 +314,7 @@ static float PM_CmdScale( usercmd_t *cmd ) {
================ ================
PM_SetMovementDir PM_SetMovementDir
Determine the rotation of the legs reletive Determine the rotation of the legs relative
to the facing dir to the facing dir
================ ================
*/ */

View file

@ -330,7 +330,7 @@ typedef enum {
#define PLAYEREVENT_HOLYSHIT 0x0004 #define PLAYEREVENT_HOLYSHIT 0x0004
// entityState_t->event values // entityState_t->event values
// entity events are for effects that take place reletive // entity events are for effects that take place relative
// to an existing entities origin. Very network efficient. // to an existing entities origin. Very network efficient.
// two bits at the top of the entityState->event field // two bits at the top of the entityState->event field

View file

@ -206,7 +206,7 @@ void SP_target_speaker( gentity_t *ent ) {
G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) ); G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
} }
// force all client reletive sounds to be "activator" speakers that // force all client relative sounds to be "activator" speakers that
// play on the entity that activates it // play on the entity that activates it
if ( s[0] == '*' ) { if ( s[0] == '*' ) {
ent->spawnflags |= 8; 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
the executable. It defaults to ".", but can be overridden with a "+set fs_basepath c:\quake3" the executable. It defaults to ".", but can be overridden with a "+set fs_basepath c:\quake3"
command line to allow code debugging in a different directory. Basepath cannot command line to allow code debugging in a different directory. Basepath cannot
be modified at all after startup. Any files that are created (demos, screenshots, be modified at all after startup. Any files that are created (demos, screenshots,
etc) will be created reletive to the base path, so base path should usually be writable. etc) will be created relative to the base path, so base path should usually be writable.
The "home path" is the path used for all write access. On win32 systems we have "base path" The "home path" is the path used for all write access. On win32 systems we have "base path"
== "home path", but on *nix systems the base installation is usually readonly, and == "home path", but on *nix systems the base installation is usually readonly, and
@ -1912,7 +1912,7 @@ void FS_FreeFile( void *buffer ) {
============ ============
FS_WriteFile FS_WriteFile
Filename are reletive to the quake search path Filename are relative to the quake search path
============ ============
*/ */
void FS_WriteFile( const char *qpath, const void *buffer, int size ) { void FS_WriteFile( const char *qpath, const void *buffer, int size ) {

View file

@ -1143,7 +1143,7 @@ typedef struct playerState_s {
int torsoTimer; // don't change low priority animations until this runs out int torsoTimer; // don't change low priority animations until this runs out
int torsoAnim; // mask off ANIM_TOGGLEBIT int torsoAnim; // mask off ANIM_TOGGLEBIT
int movementDir; // a number 0 to 7 that represents the reletive angle int movementDir; // a number 0 to 7 that represents the relative angle
// of movement to the view angle (axial and diagonals) // of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged // when at rest, the value will remain unchanged
// used to twist the legs during strafing // used to twist the legs during strafing

View file

@ -795,7 +795,7 @@ typedef enum {
SE_NONE = 0, // evTime is still valid SE_NONE = 0, // evTime is still valid
SE_KEY, // evValue is a key code, evValue2 is the down flag SE_KEY, // evValue is a key code, evValue2 is the down flag
SE_CHAR, // evValue is an ascii char SE_CHAR, // evValue is an ascii char
SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves SE_MOUSE, // evValue and evValue2 are relative signed x / y moves
SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127) SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127)
SE_CONSOLE // evPtr is a char* SE_CONSOLE // evPtr is a char*
} sysEventType_t; } sysEventType_t;

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@ -29,7 +29,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
LIGHT FLARES LIGHT FLARES
A light flare is an effect that takes place inside the eye when bright light A light flare is an effect that takes place inside the eye when bright light
sources are visible. The size of the flare reletive to the screen is nearly sources are visible. The size of the flare relative to the screen is nearly
constant, irrespective of distance, but the intensity should be proportional to the constant, irrespective of distance, but the intensity should be proportional to the
projected area of the light source. projected area of the light source.

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@ -1940,7 +1940,7 @@ static void FixRenderCommandList( int newShader ) {
SortNewShader SortNewShader
Positions the most recently created shader in the tr.sortedShaders[] Positions the most recently created shader in the tr.sortedShaders[]
array so that the shader->sort key is sorted reletive to the other array so that the shader->sort key is sorted relative to the other
shaders. shaders.
Sets shader->sortedIndex Sets shader->sortedIndex