More typos, spelling corrections, and case fixes fed to the nearest handy fiend.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2001-02-22 00:15:03 +00:00
parent a0565418d9
commit c6da49206e
27 changed files with 36 additions and 36 deletions

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@ -399,7 +399,7 @@ Cmd_Alias_f (void)
Con_Printf ("Alias name is too long\n");
return;
}
// if the alias allready exists, reuse it
// if the alias already exists, reuse it
a = (cmdalias_t*)Hash_Find (cmd_alias_hash, s);
if (a) {
free (a->value);

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@ -636,7 +636,7 @@ 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);

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@ -116,12 +116,12 @@ 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

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@ -406,7 +406,7 @@ 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)

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@ -447,7 +447,7 @@ 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))

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@ -428,7 +428,7 @@ Con_DrawInput (void)
char temp[MAXCMDLINE];
if (key_dest != key_console && cls.state == ca_connected)
return; // don't draw anything (allways draw
return; // don't draw anything (always draw
// if not active)
text = strcpy (temp, key_lines[edit_line]);

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@ -1349,7 +1349,7 @@ int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolea
for (i = 0; i < s; i++)
lcrc += (ltexcrctable[data[i] & 255]++);
// 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++)

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@ -553,7 +553,7 @@ static void R_DrawAliasModel (entity_t *e)
shadelight = R_LightPoint (currententity->origin);
// allways give the gun some light
// always give the gun some light
if (e == &cl.viewent && shadelight < 24)
shadelight = 24;

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@ -99,7 +99,7 @@ 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:

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@ -53,7 +53,7 @@
/*
A server can allways be started, even if the system started out as a client
A server can always be started, even if the system started out as a client
to a remote system.
A client can NOT be started if the system started as a dedicated server.

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@ -1184,7 +1184,7 @@ 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;
}
@ -1246,7 +1246,7 @@ 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;
}
@ -1275,13 +1275,13 @@ 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;
}

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@ -47,7 +47,7 @@
#include "view.h"
#ifdef WIN32
// fixme: this is evil...
// FIXME: this is evil...
# include <windows.h>
HWND mainwindow;
#endif
@ -55,7 +55,7 @@ HWND mainwindow;
cvar_t *_windowed_mouse;
int old_windowed_mouse;
int modestate; // fixme: just to avoid cross-comp.
int modestate; // FIXME: just to avoid cross-comp.
// errors - remove later

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@ -1126,7 +1126,7 @@ void M_AdjustSliders (int dir)
Cvar_SetValue (volume, bound (0, volume->value + (dir * 0.1), 1));
break;
case 9: // allways run
case 9: // always run
if (cl_forwardspeed->value > 200) {
Cvar_SetValue (cl_forwardspeed, 200);
Cvar_SetValue (cl_backspeed, 200);

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@ -215,7 +215,7 @@ 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

@ -570,7 +570,7 @@ 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

@ -681,7 +681,7 @@ 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

@ -601,7 +601,7 @@ void V_CalcIntermissionRefdef (void)
VectorCopy (ent->angles, r_refdef.viewangles);
view->model = NULL;
// allways idle in intermission
// always idle in intermission
old = v_idlescale->value;
Cvar_SetValue (v_idlescale, 1);
V_AddIdle ();

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@ -394,7 +394,7 @@ 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;
}

View file

@ -115,7 +115,7 @@ 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

@ -51,12 +51,12 @@ extern viddef_t vid; // global video state
unsigned short d_8to16table[256];
#ifdef WIN32
// fixme: this is evil...
// FIXME: this is evil...
#include <windows.h>
HWND mainwindow;
#endif
int modestate; // fixme: just to avoid cross-comp. errors - remove later
int modestate; // FIXME: just to avoid cross-comp. errors - remove later
// The original defaults
#define BASEWIDTH 320
@ -175,7 +175,7 @@ VID_Init (unsigned char *palette)
SDL_ShowCursor(0);
#ifdef WIN32
// fixme: EVIL thing - but needed for win32 until we get
// FIXME: EVIL thing - but needed for win32 until we get
// SDL_sound ready - without this DirectSound fails.
// could replace this with SDL_SysWMInfo
mainwindow=GetActiveWindow();

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@ -636,7 +636,7 @@ 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

@ -89,7 +89,7 @@ XYClick
new[1] = [xyview_i snapToGrid: pt.y];
new[2] = [map_i currentMinZ];
// see if a point is allready there
// see if a point is already there
for (i=0 ; i<num ; i++) {
if (new[0] == pos[i][0] && new[1] == pos[i][1]) {
if (pos[i][2] == [map_i currentMinZ])

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@ -7,7 +7,7 @@ Brush
A convex polyhedron with a textruedef for each face.
Entity
A set of brushes and key/value attributes. The world is allways entity 0. Lights, doors, monsters, etc are all entities. Entities can either have a fixed, non-modifiable size (monsters, lights, etc), or can be represented by an arbitrary collection of brushes (doors, plats, bridges, etc).
A set of brushes and key/value attributes. The world is always entity 0. Lights, doors, monsters, etc are all entities. Entities can either have a fixed, non-modifiable size (monsters, lights, etc), or can be represented by an arbitrary collection of brushes (doors, plats, bridges, etc).
An entity is created by selecting one or more brushes in the world, then selecting a class in the Entity Browser, then clicking Create Entity (or double click the class name). If the entity class has a fixed size, the selected brushes are removed and a fixed sized brush is put in their place. Otherwise, the selected brushes are removed from the world entity and made the contents of the newly created entity.
@ -81,7 +81,7 @@ Holds the plane that faces the click point, and shears the adjacent planes. To
shift-click
Toggles the selection status of the clicked on brush as in the camera view.
Entities are allways checked before the world, so you can shift-click on entities even if there is a ceiling above them.
Entities are always checked before the world, so you can shift-click on entities even if there is a ceiling above them.
cmd-shift click
Connects two entities. The current entity has a target key generated, and the clicked on entity has a targetname key created.
@ -113,7 +113,7 @@ ZView
click drag
The camera icon can be dragged if it is clicked on, otherwise no action if there is not a selection.
If multiple brushes are selected, they will allways be dragged as a unit, no matter where the click is.
If multiple brushes are selected, they will always be dragged as a unit, no matter where the click is.
If a single brush is selected, the location of the click determines if the drag will move the entire brush or just the top or bottom plane.

View file

@ -633,7 +633,7 @@ saveBSP
StripExtension (mappath);
strcat (mappath, ".reg");
[map_i writeMapFile: mappath useRegion: YES];
wt = YES; // allways pop the dialog on region ops
wt = YES; // always pop the dialog on region ops
}
else
strcpy (mappath, filename);

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@ -448,7 +448,7 @@ drawSelf
minheight = 999999;
maxheight = -999999;
// allways draw the entire bar
// always draw the entire bar
[self getVisibleRect:&visRect];
rects = &visRect;

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@ -18,7 +18,7 @@ boolean GetToken (boolean crossline)
{
char *token_p;
if (unget) // is a token allready waiting?
if (unget) // is a token already waiting?
return true;
//

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@ -137,7 +137,7 @@ void() multi_trigger =
{
if (self.nextthink > time)
{
return; // allready been triggered
return; // already been triggered
}
if (self.classname == "trigger_secret")