+ UQuake says now "UQuake" and not "QuakeWorld" in title bar of windowed Windows game

+ Demoplayback check in UQuake's M_Main_Key() of MENU.C now similar to QW
+ typos
  "allways" instead of "always"
  "allready" instead of "already"
This commit is contained in:
Maddes Buecher 2000-08-12 01:01:30 +00:00
parent 1f42871632
commit 06224a998f
31 changed files with 88 additions and 78 deletions

View file

@ -363,7 +363,7 @@ void CL_FinishMove (usercmd_t *cmd)
int ms;
//
// allways dump the first two message, because it may contain leftover inputs
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (++cl.movemessages <= 2)
@ -613,7 +613,7 @@ void CL_SendMove (usercmd_t *cmd)
return;
//
// allways dump the first two message, because it may contain leftover inputs
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (++cl.movemessages <= 2)

View file

@ -411,7 +411,7 @@ void Cmd_Alias_f (void)
return;
}
// if the alias allready exists, reuse it
// if the alias already exists, reuse it
for (a = cmd_alias ; a ; a=a->next)
{
if (!strcmp(s, a->name))

View file

@ -107,7 +107,7 @@ char *Cmd_Argv (int arg);
char *Cmd_Args (void);
// The functions that execute commands get their parameters with these
// functions. Cmd_Argv () will return an empty string, not a NULL
// if arg > argc, so string operations are allways safe.
// if arg > argc, so string operations are always safe.
int Cmd_CheckParm (char *parm);
// Returns the position (1 to argc-1) in the command's argument list

View file

@ -139,7 +139,7 @@
//==============================================
// playerinfo flags from server
// playerinfo allways sends: playernum, flags, origin[] and framenumber
// playerinfo always sends: playernum, flags, origin[] and framenumber
#define PF_MSEC (1<<0)
#define PF_COMMAND (1<<1)
@ -158,7 +158,7 @@
// if the high bit of the client to server byte is set, the low bits are
// client move cmd bits
// ms and angle2 are allways sent, the others are optional
// ms and angle2 are always sent, the others are optional
#define CM_ANGLE1 (1<<0)
#define CM_ANGLE3 (1<<1)
#define CM_FORWARD (1<<2)

View file

@ -467,7 +467,7 @@ void Con_DrawInput (void)
char temp[MAXCMDLINE];
if (key_dest != key_console && cls.state == ca_active)
return; // don't draw anything (allways draw if not active)
return; // don't draw anything (always draw if not active)
text = strcpy (temp, key_lines[edit_line]);

View file

@ -1431,7 +1431,7 @@ int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolea
int i;
gltexture_t *glt;
// see if the texture is allready present
// see if the texture is already present
if (identifier[0])
{
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)

View file

@ -424,7 +424,7 @@ void Mod_LoadTextures (lump_t *l)
if (!tx || tx->name[0] != '+')
continue;
if (tx->anim_next)
continue; // allready sequenced
continue; // already sequenced
// find the number of frames in the animation
memset (anims, 0, sizeof(anims));

View file

@ -666,7 +666,7 @@ R_DrawAliasModel (entity_t *e)
shadelight[3] = (float)j[3];
ambientlight = shadelight[3];
// allways give the gun some light
// always give the gun some light
if (e == &cl.viewent && ambientlight < 24)
ambientlight = shadelight[3] = 24;
@ -918,7 +918,7 @@ R_DrawViewModel ( void )
j = R_LightPoint (currententity->origin);
if (j[3] < 24)
j[3] = 24; // allways give some light on gun
j[3] = 24; // always give some light on gun
ambientlight = j[3];
shadelight[0] = j[0];
shadelight[1] = j[1];

View file

@ -84,7 +84,7 @@ Con_Printf ();
net
turn off messages option
the refresh is allways rendered, unless the console is full screen
the refresh is always rendered, unless the console is full screen
console is:

View file

@ -482,7 +482,7 @@ void Mod_LoadTextures (lump_t *l)
if (!tx || tx->name[0] != '+')
continue;
if (tx->anim_next)
continue; // allready sequenced
continue; // already sequenced
// find the number of frames in the animation
memset (anims, 0, sizeof(anims));

View file

@ -74,7 +74,7 @@ If the message buffer is overflowed, either by a single message, or by
multiple frames worth piling up while the last reliable transmit goes
unacknowledged, the netchan signals a fatal error.
Reliable messages are allways placed first in a packet, then the unreliable
Reliable messages are always placed first in a packet, then the unreliable
message is included if there is sufficient room.
To the receiver, there is no distinction between the reliable and unreliable

View file

@ -643,7 +643,7 @@ Each entity can have eight independant sound sources, like voice,
weapon, feet, etc.
Channel 0 is an auto-allocate channel, the others override anything
allready running on that entity/channel pair.
already running on that entity/channel pair.
An attenuation of 0 will play full volume everywhere in the level.
Larger attenuations will drop off.

View file

@ -104,7 +104,7 @@
// out of band message id bytes
// M = master, S = server, C = client, A = any
// the second character will allways be \n if the message isn't a single
// the second character will always be \n if the message isn't a single
// byte long (?? not true anymore?)
#define S2C_CHALLENGE 'c'

View file

@ -468,7 +468,7 @@ int loadsize;
COM_LoadFile
Filename are relative to the quake directory.
Allways appends a 0 byte to the loaded data.
Always appends a 0 byte to the loaded data.
*/
byte *
COM_LoadFile (char *path, int usehunk)

View file

@ -724,7 +724,7 @@ void R_DrawViewModel (void)
j = R_LightPoint (currententity->origin);
if (j < 24)
j = 24; // allways give some light on gun
j = 24; // always give some light on gun
r_viewlighting.ambientlight = j;
r_viewlighting.shadelight = j;

View file

@ -132,7 +132,7 @@ typedef struct
float fvrectbottom; // bottommost edge, for Alias clamping
float horizontalFieldOfView; // at Z = 1.0, this many X is visible
// 2.0 = 90 degrees
float xOrigin; // should probably allways be 0.5
float xOrigin; // should probably always be 0.5
float yOrigin; // between be around 0.3 to 0.5
vec3_t vieworg;

View file

@ -89,7 +89,7 @@ Con_Printf ();
net
turn off messages option
the refresh is allways rendered, unless the console is full screen
the refresh is always rendered, unless the console is full screen
console is:

View file

@ -391,7 +391,7 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
if (entchannel != 0 // channel 0 never overrides
&& channels[ch_idx].entnum == entnum
&& (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
{ // allways override sound from same entity
{ // always override sound from same entity
first_to_die = ch_idx;
break;
}
@ -432,7 +432,7 @@ void SND_Spatialize(channel_t *ch)
vec3_t source_vec;
sfx_t *sndfx;
// anything coming from the view entity will allways be full volume
// anything coming from the view entity will always be full volume
if (ch->entnum == (cl.playernum + 1))
{
ch->leftvol = ch->master_vol;

View file

@ -1349,7 +1349,11 @@ qboolean VID_SetWindowedMode (int modenum)
mainwindow = CreateWindowEx (
ExWindowStyle,
"WinQuake",
#ifdef QUAKEWORLD
"QuakeWorld",
#else
"UQuake",
#endif
WindowStyle,
0, 0,
WindowRect.right - WindowRect.left,

View file

@ -735,7 +735,7 @@ V_CalcIntermissionRefdef ( void )
#endif
view->model = NULL;
// allways idle in intermission
// always idle in intermission
old = v_idlescale->value;
v_idlescale->value = 1;
V_AddIdle ();

View file

@ -894,7 +894,7 @@ void *Cache_Alloc (cache_user_t *c, int size, char *name)
cache_system_t *cs;
if (c->data)
Sys_Error ("Cache_Alloc: allready allocated");
Sys_Error ("Cache_Alloc: already allocated");
if (size <= 0)
Sys_Error ("Cache_Alloc: size %i", size);

View file

@ -169,14 +169,14 @@ qboolean CL_GetDemoMessage (void)
// rewind back to time
Qseek(cls.demofile, Qtell(cls.demofile) - sizeof(demotime),
SEEK_SET);
return 0; // allready read this frame's message
return 0; // already read this frame's message
}
if (!cls.td_starttime && cls.state == ca_active) {
cls.td_starttime = Sys_DoubleTime();
cls.td_startframe = host_framecount;
}
realtime = demotime; // warp
} else if (!cl.paused && cls.state >= ca_onserver) { // allways grab until fully connected
} else if (!cl.paused && cls.state >= ca_onserver) { // always grab until fully connected
if (realtime + 1.0 < demotime) {
// too far back
realtime = demotime - 1.0;

View file

@ -524,7 +524,7 @@ void M_AdjustSliders ( int dir )
Cvar_Set(volume, va("%f", bound(0, volume->value + (dir * 0.1), 1)));
break;
case 8: // allways run
case 8: // always run
if (cl_forwardspeed->value > 200) {
Cvar_Set(cl_forwardspeed, va("%i", 200));
Cvar_Set(cl_backspeed, va("%i", 200));
@ -1628,5 +1628,3 @@ void M_Keydown (int key)
break;
}
}

View file

@ -277,7 +277,7 @@ Sys_Init (void)
// allocate a named semaphore on the client so the
// front end can tell if it is alive
// mutex will fail if semephore allready exists
// mutex will fail if semephore already exists
qwclsemaphore = CreateMutex(
NULL, // Security attributes
0, // owner

View file

@ -454,7 +454,7 @@ void SVC_Log (void)
seq = -1;
if (seq == svs.logsequence-1 || !sv_fraglogfile)
{ // they allready have this data, or we aren't logging frags
{ // they already have this data, or we aren't logging frags
data[0] = A2A_NACK;
NET_SendPacket (1, data, net_from);
return;
@ -637,7 +637,7 @@ void SVC_DirectConnect (void)
} else
strncpy (newcl->userinfo, userinfo, sizeof(newcl->userinfo)-1);
// if there is allready a slot for this ip, drop it
// if there is already a slot for this ip, drop it
for (i=0,cl=svs.clients ; i<MAX_CLIENTS ; i++,cl++)
{
if (cl->state == cs_free)
@ -1706,7 +1706,7 @@ void SV_InitNet (void)
Netchan_Init ();
// heartbeats will allways be sent to the id master
// heartbeats will always be sent to the id master
svs.last_heartbeat = -99999; // send immediately
// NET_StringToAdr ("192.246.40.70:27000", &idmaster_adr);
}

View file

@ -353,7 +353,7 @@ Each entity can have eight independant sound sources, like voice,
weapon, feet, etc.
Channel 0 is an auto-allocate channel, the others override anything
allready running on that entity/channel pair.
already running on that entity/channel pair.
An attenuation of 0 will play full volume everywhere in the level.
Larger attenuations will drop off. (max 4 attenuation)

View file

@ -147,7 +147,7 @@ void SV_Soundlist_f (void)
if (host_client->state != cs_connected)
{
Con_Printf ("soundlist not valid -- allready spawned\n");
Con_Printf ("soundlist not valid -- already spawned\n");
return;
}
@ -197,7 +197,7 @@ void SV_Modellist_f (void)
if (host_client->state != cs_connected)
{
Con_Printf ("modellist not valid -- allready spawned\n");
Con_Printf ("modellist not valid -- already spawned\n");
return;
}
@ -246,7 +246,7 @@ void SV_PreSpawn_f (void)
if (host_client->state != cs_connected)
{
Con_Printf ("prespawn not valid -- allready spawned\n");
Con_Printf ("prespawn not valid -- already spawned\n");
return;
}
@ -321,7 +321,7 @@ void SV_Spawn_f (void)
if (host_client->state != cs_connected)
{
Con_Printf ("Spawn not valid -- allready spawned\n");
Con_Printf ("Spawn not valid -- already spawned\n");
return;
}
@ -895,7 +895,7 @@ void SV_Kill_f (void)
{
if (sv_player->v.health <= 0)
{
SV_ClientPrintf (host_client, PRINT_HIGH, "Can't suicide -- allready dead!\n");
SV_ClientPrintf (host_client, PRINT_HIGH, "Can't suicide -- already dead!\n");
return;
}

View file

@ -104,12 +104,12 @@ int CL_GetMessage(void)
if (cls.demoplayback)
{
// decide if it is time to grab the next message
if (cls.signon == SIGNONS) // allways grab until fully connected
if (cls.signon == SIGNONS) // always grab until fully connected
{
if (cls.timedemo)
{
if (host_framecount == cls.td_lastframe)
return 0; // allready read this frame's message
return 0; // already read this frame's message
cls.td_lastframe = host_framecount;
// if this is the second frame, grab the real td_starttime
// so the bogus time on the first frame doesn't count

View file

@ -1194,7 +1194,7 @@ void Host_Kill_f (void)
if (sv_player->v.health <= 0)
{
SV_ClientPrintf ("Can't suicide -- allready dead!\n");
SV_ClientPrintf ("Can't suicide -- already dead!\n");
return;
}
@ -1255,7 +1255,7 @@ void Host_PreSpawn_f (void)
if (host_client->spawned)
{
Con_Printf ("prespawn not valid -- allready spawned\n");
Con_Printf ("prespawn not valid -- already spawned\n");
return;
}
@ -1284,13 +1284,13 @@ void Host_Spawn_f (void)
if (host_client->spawned)
{
Con_Printf ("Spawn not valid -- allready spawned\n");
Con_Printf ("Spawn not valid -- already spawned\n");
return;
}
// run the entrance script
if (sv.loadgame)
{ // loaded games are fully inited allready
{ // loaded games are fully inited already
// if this is the last client to be connected, unpause
sv.paused = false;
}

View file

@ -2,7 +2,7 @@
menu.c - menu system
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999-2000 Nelson Rush.
Copyright (C) 2000 contributors of the QuakeForge project
Copyright (C) 1999-2000 contributors of the QuakeForge project
Copyright (C) 2000 Marcus Sundberg [mackan@stacken.kth.se]
Please see the file "AUTHORS" for a list of contributors
@ -22,33 +22,38 @@ along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <qstructs.h>
#include <quakedef.h>
#include <qtypes.h>
#include <keys.h>
#include <draw.h>
#include <vid.h>
#include <render.h>
#include <keys.h>
#include <console.h>
#include <client.h>
#include <wad.h>
#include <server.h>
#include <sound.h>
#include <screen.h>
#include <cmd.h>
#include <quakedef.h>
#include <net.h>
#include <menu.h>
#include <lib_replace.h>
#include <sys.h>
#include <cvar.h>
#include <menu.h>
#include <view.h>
#include <sound.h>
#include <cmd.h>
#include <lib_replace.h>
#include <qstructs.h>
#include <render.h>
#include <server.h>
#include <sys.h>
#include <vid.h>
#include <wad.h>
#include <net.h>
#ifdef _WIN32
#include "winquake.h"
#endif
enum {m_none, m_main, m_singleplayer, m_load, m_save, m_multiplayer, m_setup, m_net, m_options, m_video, m_keys, m_help, m_quit, m_serialconfig, m_modemconfig, m_lanconfig, m_gameoptions, m_search, m_slist} m_state;
enum {
m_none, m_main, m_singleplayer, m_load, m_save, m_multiplayer,
m_setup, m_net, m_options, m_video, m_keys, m_help, m_quit,
m_serialconfig, m_modemconfig, m_lanconfig, m_gameoptions,
m_search, m_slist
} m_state;
void M_Menu_Main_f (void);
void M_Menu_SinglePlayer_f (void);
@ -124,6 +129,9 @@ char m_return_reason [32];
void M_ConfigureNetSubsystem(void);
//=============================================================================
/* Support Routines */
/*
================
M_DrawCharacter
@ -336,7 +344,7 @@ void M_Main_Key (int key)
key_dest = key_game;
m_state = m_none;
cls.demonum = m_save_demonum;
if (cls.demonum != -1 && !cls.demoplayback && cls.state != ca_connected)
if (cls.demonum != -1 && !cls.demoplayback && cls.state == ca_disconnected)
CL_NextDemo ();
break;
@ -1226,7 +1234,7 @@ void M_AdjustSliders (int dir)
Cvar_Set(volume, va("%f", bound(0, volume->value + (dir * 0.1), 1)));
break;
case 8: // allways run
case 8: // always run
if (cl_forwardspeed->value > 200) {
Cvar_Set(cl_forwardspeed, va("%i", 200));
Cvar_Set(cl_backspeed, va("%i", 200));

View file

@ -229,7 +229,7 @@ Each entity can have eight independant sound sources, like voice,
weapon, feet, etc.
Channel 0 is an auto-allocate channel, the others override anything
allready running on that entity/channel pair.
already running on that entity/channel pair.
An attenuation of 0 will play full volume everywhere in the level.
Larger attenuations will drop off. (max 4 attenuation)
@ -565,7 +565,7 @@ void SV_WriteEntitiesToClient (edict_t *clent, sizebuf_t *msg)
#endif
// ignore if not touching a PV leaf
if (ent != clent) // clent is ALLWAYS sent
if (ent != clent) // clent is ALWAYS sent
{
// ignore ents without visible models
if (!ent->v.modelindex || !pr_strings[ent->v.model])