From ccaaa1713e74346e906e3b205150b4831cadb867 Mon Sep 17 00:00:00 2001 From: Richard Allen Date: Thu, 4 Oct 2012 15:06:46 +0000 Subject: [PATCH] IOQ3 commit 2268 --- reaction/code/client/snd_public.h | 4 ++-- reaction/code/game/bg_pmove.c | 2 +- reaction/code/game/bg_public.h | 2 +- reaction/code/qcommon/files.c | 4 ++-- reaction/code/qcommon/q_shared.h | 2 +- reaction/code/qcommon/qcommon.h | 2 +- reaction/code/renderer/tr_flares.c | 2 +- reaction/code/renderer/tr_shader.c | 2 +- 8 files changed, 10 insertions(+), 10 deletions(-) diff --git a/reaction/code/client/snd_public.h b/reaction/code/client/snd_public.h index aeb9b2ea..b8fff64b 100644 --- a/reaction/code/client/snd_public.h +++ b/reaction/code/client/snd_public.h @@ -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_StopLoopingSound(int entityNum ); -// recompute the reletive volumes for all running sounds -// reletive to the given entityNum / orientation +// recompute the relative volumes for all running sounds +// relative to the given entityNum / orientation 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 diff --git a/reaction/code/game/bg_pmove.c b/reaction/code/game/bg_pmove.c index a8affeaf..7f7271d1 100644 --- a/reaction/code/game/bg_pmove.c +++ b/reaction/code/game/bg_pmove.c @@ -490,7 +490,7 @@ static float PM_CmdScale(usercmd_t * cmd) ================ PM_SetMovementDir -Determine the rotation of the legs reletive +Determine the rotation of the legs relative to the facing dir ================ */ diff --git a/reaction/code/game/bg_public.h b/reaction/code/game/bg_public.h index 9954c36f..4fd1210b 100644 --- a/reaction/code/game/bg_public.h +++ b/reaction/code/game/bg_public.h @@ -1077,7 +1077,7 @@ int ClipAmountForAmmo(int w); #define PLAYEREVENT_HOLYSHIT 0x0004 // 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. // two bits at the top of the entityState->event field diff --git a/reaction/code/qcommon/files.c b/reaction/code/qcommon/files.c index daadf34a..0e0d8572 100644 --- a/reaction/code/qcommon/files.c +++ b/reaction/code/qcommon/files.c @@ -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" 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, -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" == "home path", but on *nix systems the base installation is usually readonly, and @@ -1912,7 +1912,7 @@ void FS_FreeFile( void *buffer ) { ============ 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 ) { diff --git a/reaction/code/qcommon/q_shared.h b/reaction/code/qcommon/q_shared.h index 75a02f71..7959e6dd 100644 --- a/reaction/code/qcommon/q_shared.h +++ b/reaction/code/qcommon/q_shared.h @@ -1175,7 +1175,7 @@ typedef struct playerState_s { int torsoTimer; // don't change low priority animations until this runs out 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) // when at rest, the value will remain unchanged // used to twist the legs during strafing diff --git a/reaction/code/qcommon/qcommon.h b/reaction/code/qcommon/qcommon.h index a87760b0..ab2642c3 100644 --- a/reaction/code/qcommon/qcommon.h +++ b/reaction/code/qcommon/qcommon.h @@ -795,7 +795,7 @@ typedef enum { SE_NONE = 0, // evTime is still valid SE_KEY, // evValue is a key code, evValue2 is the down flag 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_CONSOLE // evPtr is a char* } sysEventType_t; diff --git a/reaction/code/renderer/tr_flares.c b/reaction/code/renderer/tr_flares.c index 05b18355..e6a757c7 100644 --- a/reaction/code/renderer/tr_flares.c +++ b/reaction/code/renderer/tr_flares.c @@ -29,7 +29,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA LIGHT FLARES 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 projected area of the light source. diff --git a/reaction/code/renderer/tr_shader.c b/reaction/code/renderer/tr_shader.c index 6beb6410..72fb5487 100644 --- a/reaction/code/renderer/tr_shader.c +++ b/reaction/code/renderer/tr_shader.c @@ -1940,7 +1940,7 @@ static void FixRenderCommandList( int newShader ) { SortNewShader 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. Sets shader->sortedIndex