mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-21 19:32:30 +00:00
+ 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:
parent
1f42871632
commit
06224a998f
31 changed files with 88 additions and 78 deletions
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@ -363,7 +363,7 @@ void CL_FinishMove (usercmd_t *cmd)
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int ms;
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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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@ -613,7 +613,7 @@ void CL_SendMove (usercmd_t *cmd)
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return;
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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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@ -411,7 +411,7 @@ void Cmd_Alias_f (void)
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return;
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}
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// if the alias allready exists, reuse it
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// if the alias already exists, reuse it
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for (a = cmd_alias ; a ; a=a->next)
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{
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if (!strcmp(s, a->name))
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@ -107,7 +107,7 @@ char *Cmd_Argv (int arg);
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char *Cmd_Args (void);
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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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@ -139,7 +139,7 @@
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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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@ -158,7 +158,7 @@
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// if the high bit of the client to server byte 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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@ -467,7 +467,7 @@ void Con_DrawInput (void)
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char temp[MAXCMDLINE];
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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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text = strcpy (temp, key_lines[edit_line]);
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@ -1431,7 +1431,7 @@ int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolea
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int i;
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gltexture_t *glt;
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// see if the texture is allready present
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// see if the texture is already present
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if (identifier[0])
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{
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for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
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@ -424,7 +424,7 @@ void Mod_LoadTextures (lump_t *l)
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if (!tx || tx->name[0] != '+')
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continue;
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if (tx->anim_next)
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continue; // allready sequenced
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continue; // already sequenced
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// find the number of frames in the animation
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memset (anims, 0, sizeof(anims));
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@ -666,7 +666,7 @@ R_DrawAliasModel (entity_t *e)
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shadelight[3] = (float)j[3];
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ambientlight = shadelight[3];
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// allways give the gun some light
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// always give the gun some light
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if (e == &cl.viewent && ambientlight < 24)
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ambientlight = shadelight[3] = 24;
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@ -918,7 +918,7 @@ R_DrawViewModel ( void )
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j = R_LightPoint (currententity->origin);
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if (j[3] < 24)
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j[3] = 24; // allways give some light on gun
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j[3] = 24; // always give some light on gun
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ambientlight = j[3];
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shadelight[0] = j[0];
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shadelight[1] = j[1];
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@ -84,7 +84,7 @@ 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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@ -482,7 +482,7 @@ void Mod_LoadTextures (lump_t *l)
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if (!tx || tx->name[0] != '+')
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continue;
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if (tx->anim_next)
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continue; // allready sequenced
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continue; // already sequenced
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// find the number of frames in the animation
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memset (anims, 0, sizeof(anims));
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@ -74,7 +74,7 @@ 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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@ -643,7 +643,7 @@ Each entity can have eight independant sound sources, like voice,
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weapon, feet, etc.
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Channel 0 is an auto-allocate channel, the others override anything
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allready running on that entity/channel pair.
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already running on that entity/channel pair.
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An attenuation of 0 will play full volume everywhere in the level.
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Larger attenuations will drop off.
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@ -104,7 +104,7 @@
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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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// byte long (?? not true anymore?)
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#define S2C_CHALLENGE 'c'
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@ -468,7 +468,7 @@ int loadsize;
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COM_LoadFile
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Filename are relative to the quake directory.
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Allways appends a 0 byte to the loaded data.
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Always appends a 0 byte to the loaded data.
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*/
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byte *
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COM_LoadFile (char *path, int usehunk)
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@ -724,7 +724,7 @@ void R_DrawViewModel (void)
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j = R_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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@ -132,7 +132,7 @@ 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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@ -89,7 +89,7 @@ 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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@ -391,7 +391,7 @@ channel_t *SND_PickChannel(int entnum, int entchannel)
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if (entchannel != 0 // channel 0 never overrides
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&& channels[ch_idx].entnum == entnum
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&& (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
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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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@ -432,7 +432,7 @@ void SND_Spatialize(channel_t *ch)
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vec3_t source_vec;
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sfx_t *sndfx;
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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 == (cl.playernum + 1))
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{
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ch->leftvol = ch->master_vol;
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@ -1349,7 +1349,11 @@ qboolean VID_SetWindowedMode (int modenum)
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mainwindow = CreateWindowEx (
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ExWindowStyle,
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"WinQuake",
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#ifdef QUAKEWORLD
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"QuakeWorld",
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#else
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"UQuake",
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#endif
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WindowStyle,
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0, 0,
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WindowRect.right - WindowRect.left,
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@ -735,7 +735,7 @@ V_CalcIntermissionRefdef ( void )
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#endif
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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 ();
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@ -894,7 +894,7 @@ void *Cache_Alloc (cache_user_t *c, int size, char *name)
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cache_system_t *cs;
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if (c->data)
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Sys_Error ("Cache_Alloc: allready allocated");
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Sys_Error ("Cache_Alloc: already allocated");
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if (size <= 0)
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Sys_Error ("Cache_Alloc: size %i", size);
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@ -169,14 +169,14 @@ qboolean CL_GetDemoMessage (void)
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// rewind back to time
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Qseek(cls.demofile, Qtell(cls.demofile) - sizeof(demotime),
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SEEK_SET);
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return 0; // allready read this frame's message
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return 0; // already read this frame's message
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}
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if (!cls.td_starttime && cls.state == ca_active) {
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cls.td_starttime = Sys_DoubleTime();
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cls.td_startframe = host_framecount;
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}
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realtime = demotime; // warp
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} else if (!cl.paused && cls.state >= ca_onserver) { // allways grab until fully connected
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} else if (!cl.paused && cls.state >= ca_onserver) { // always grab until fully connected
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if (realtime + 1.0 < demotime) {
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// too far back
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realtime = demotime - 1.0;
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@ -524,7 +524,7 @@ void M_AdjustSliders ( int dir )
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Cvar_Set(volume, va("%f", bound(0, volume->value + (dir * 0.1), 1)));
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break;
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case 8: // allways run
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case 8: // always run
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if (cl_forwardspeed->value > 200) {
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Cvar_Set(cl_forwardspeed, va("%i", 200));
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Cvar_Set(cl_backspeed, va("%i", 200));
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@ -1628,5 +1628,3 @@ void M_Keydown (int key)
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break;
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}
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}
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@ -277,7 +277,7 @@ Sys_Init (void)
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// allocate a named semaphore on the client so the
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// front end can tell if it is alive
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// mutex will fail if semephore allready exists
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// mutex will fail if semephore already exists
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qwclsemaphore = CreateMutex(
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NULL, // Security attributes
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0, // owner
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@ -454,7 +454,7 @@ void SVC_Log (void)
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seq = -1;
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if (seq == svs.logsequence-1 || !sv_fraglogfile)
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{ // they allready have this data, or we aren't logging frags
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{ // they already have this data, or we aren't logging frags
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data[0] = A2A_NACK;
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NET_SendPacket (1, data, net_from);
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return;
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@ -637,7 +637,7 @@ void SVC_DirectConnect (void)
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} else
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strncpy (newcl->userinfo, userinfo, sizeof(newcl->userinfo)-1);
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// if there is allready a slot for this ip, drop it
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// if there is already a slot for this ip, drop it
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for (i=0,cl=svs.clients ; i<MAX_CLIENTS ; i++,cl++)
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{
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if (cl->state == cs_free)
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@ -1706,7 +1706,7 @@ void SV_InitNet (void)
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Netchan_Init ();
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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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@ -353,7 +353,7 @@ Each entity can have eight independant sound sources, like voice,
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weapon, feet, etc.
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Channel 0 is an auto-allocate channel, the others override anything
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allready running on that entity/channel pair.
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already running on that entity/channel pair.
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An attenuation of 0 will play full volume everywhere in the level.
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Larger attenuations will drop off. (max 4 attenuation)
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@ -147,7 +147,7 @@ void SV_Soundlist_f (void)
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if (host_client->state != cs_connected)
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{
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Con_Printf ("soundlist not valid -- allready spawned\n");
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Con_Printf ("soundlist not valid -- already spawned\n");
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return;
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}
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@ -197,7 +197,7 @@ void SV_Modellist_f (void)
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if (host_client->state != cs_connected)
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{
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Con_Printf ("modellist not valid -- allready spawned\n");
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Con_Printf ("modellist not valid -- already spawned\n");
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return;
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}
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@ -246,7 +246,7 @@ void SV_PreSpawn_f (void)
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if (host_client->state != cs_connected)
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{
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Con_Printf ("prespawn not valid -- allready spawned\n");
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Con_Printf ("prespawn not valid -- already spawned\n");
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return;
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}
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@ -321,7 +321,7 @@ void SV_Spawn_f (void)
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if (host_client->state != cs_connected)
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{
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Con_Printf ("Spawn not valid -- allready spawned\n");
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Con_Printf ("Spawn not valid -- already spawned\n");
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return;
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}
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@ -895,7 +895,7 @@ void SV_Kill_f (void)
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{
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if (sv_player->v.health <= 0)
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{
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SV_ClientPrintf (host_client, PRINT_HIGH, "Can't suicide -- allready dead!\n");
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SV_ClientPrintf (host_client, PRINT_HIGH, "Can't suicide -- already dead!\n");
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return;
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}
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@ -104,12 +104,12 @@ int CL_GetMessage(void)
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if (cls.demoplayback)
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{
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// decide if it is time to grab the next message
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if (cls.signon == SIGNONS) // allways grab until fully connected
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if (cls.signon == SIGNONS) // always grab until fully connected
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{
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if (cls.timedemo)
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{
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if (host_framecount == cls.td_lastframe)
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return 0; // allready read this frame's message
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return 0; // already read this frame's message
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cls.td_lastframe = host_framecount;
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// if this is the second frame, grab the real td_starttime
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// so the bogus time on the first frame doesn't count
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@ -1194,7 +1194,7 @@ void Host_Kill_f (void)
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if (sv_player->v.health <= 0)
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{
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SV_ClientPrintf ("Can't suicide -- allready dead!\n");
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SV_ClientPrintf ("Can't suicide -- already dead!\n");
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return;
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}
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@ -1255,7 +1255,7 @@ void Host_PreSpawn_f (void)
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if (host_client->spawned)
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{
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Con_Printf ("prespawn not valid -- allready spawned\n");
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Con_Printf ("prespawn not valid -- already spawned\n");
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return;
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}
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@ -1284,13 +1284,13 @@ void Host_Spawn_f (void)
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if (host_client->spawned)
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{
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Con_Printf ("Spawn not valid -- allready spawned\n");
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Con_Printf ("Spawn not valid -- already spawned\n");
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return;
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}
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// run the entrance script
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if (sv.loadgame)
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{ // loaded games are fully inited allready
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{ // loaded games are fully inited already
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// if this is the last client to be connected, unpause
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sv.paused = false;
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}
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|
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@ -2,7 +2,7 @@
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menu.c - menu system
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999-2000 Nelson Rush.
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Copyright (C) 2000 contributors of the QuakeForge project
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Copyright (C) 1999-2000 contributors of the QuakeForge project
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Copyright (C) 2000 Marcus Sundberg [mackan@stacken.kth.se]
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Please see the file "AUTHORS" for a list of contributors
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@ -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.
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||||
|
||||
*/
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#include <qstructs.h>
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#include <quakedef.h>
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#include <qtypes.h>
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#include <keys.h>
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#include <draw.h>
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#include <vid.h>
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#include <render.h>
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#include <keys.h>
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#include <console.h>
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#include <client.h>
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#include <wad.h>
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#include <server.h>
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#include <sound.h>
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#include <screen.h>
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#include <cmd.h>
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#include <quakedef.h>
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#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));
|
||||
|
|
|
@ -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])
|
||||
|
|
Loading…
Reference in a new issue