diff --git a/reaction/code/botlib/be_aas_reach.c b/reaction/code/botlib/be_aas_reach.c index e8dfaa42..dc6a58e9 100644 --- a/reaction/code/botlib/be_aas_reach.c +++ b/reaction/code/botlib/be_aas_reach.c @@ -848,7 +848,7 @@ int AAS_Reachability_Swim(int area1num, int area2num) area1 = &aasworld.areas[area1num]; area2 = &aasworld.areas[area2num]; - //if the areas are not near anough + //if the areas are not near enough for (i = 0; i < 3; i++) { if (area1->mins[i] > area2->maxs[i] + 10) return qfalse; @@ -923,7 +923,7 @@ int AAS_Reachability_EqualFloorHeight(int area1num, int area2num) area1 = &aasworld.areas[area1num]; area2 = &aasworld.areas[area2num]; - //if the areas are not near anough in the x-y direction + //if the areas are not near enough in the x-y direction for (i = 0; i < 2; i++) { if (area1->mins[i] > area2->maxs[i] + 10) return qfalse; @@ -1085,7 +1085,7 @@ int AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge(int area1num, int area2 area2 = &aasworld.areas[area2num]; //if the first area contains a liquid area1swim = AAS_AreaSwim(area1num); - //if the areas are not near anough in the x-y direction + //if the areas are not near enough in the x-y direction for (i = 0; i < 2; i++) { if (area1->mins[i] > area2->maxs[i] + 10) return qfalse; @@ -2131,7 +2131,7 @@ int AAS_Reachability_Jump(int area1num, int area2num) //maximum height a player can jump with the given initial z velocity maxjumpheight = AAS_MaxJumpHeight(phys_jumpvel); - //if the areas are not near anough in the x-y direction + //if the areas are not near enough in the x-y direction for (i = 0; i < 2; i++) { if (area1->mins[i] > area2->maxs[i] + maxjumpdistance) return qfalse; diff --git a/reaction/code/botlib/be_ai_move.c b/reaction/code/botlib/be_ai_move.c index ba28b66a..831e5f8f 100644 --- a/reaction/code/botlib/be_ai_move.c +++ b/reaction/code/botlib/be_ai_move.c @@ -1988,7 +1988,7 @@ bot_moveresult_t BotTravel_Ladder(bot_movestate_t *ms, aas_reachability_t *reach { //botimport.Print(PRT_MESSAGE, "moving towards ladder\n"); VectorSubtract(reach->end, ms->origin, dir); - //make sure the horizontal movement is large anough + //make sure the horizontal movement is large enough VectorCopy(dir, hordir); hordir[2] = 0; dist = VectorNormalize(hordir);