This commit is contained in:
Jaime Passos 2020-01-23 19:17:05 -03:00
parent 7e333c6331
commit 7266e0876a
16 changed files with 65 additions and 65 deletions

View file

@ -76,7 +76,7 @@ typedef struct
{
INT16 textureoffset, rowoffset;
char toptexture[8], bottomtexture[8], midtexture[8];
// Front sector, tards viewer.
// Front sector, towards viewer.
INT16 sector;
} ATTRPACK mapsidedef_t;

View file

@ -233,7 +233,7 @@ static tic_t cutscene_lasttextwrite = 0;
//
static UINT8 F_WriteText(void)
{
INT32 numtrite = 1;
INT32 numtowrite = 1;
const char *c;
tic_t ltw = I_GetTime();
@ -244,7 +244,7 @@ static UINT8 F_WriteText(void)
if (cutscene_boostspeed)
{
// for custom cutscene speedup mode
numtrite = 8;
numtowrite = 8;
}
else
{
@ -253,10 +253,10 @@ static UINT8 F_WriteText(void)
return 1;
if (cutscene_textspeed < 7)
numtrite = 8 - cutscene_textspeed;
numtowrite = 8 - cutscene_textspeed;
}
for (;numtrite > 0;++cutscene_baseptr)
for (;numtowrite > 0;++cutscene_baseptr)
{
c = &cutscene_basetext[cutscene_baseptr];
if (!c || !*c || *c=='#')
@ -272,7 +272,7 @@ static UINT8 F_WriteText(void)
else if ((UINT8)*c >= 0xB0 && (UINT8)*c <= (0xB0+TICRATE-1))
{
cutscene_textcount = (INT32)((UINT8)*c - 0xAF);
numtrite = 0;
numtowrite = 0;
continue;
}
@ -280,7 +280,7 @@ static UINT8 F_WriteText(void)
// Ignore other control codes (color)
if ((UINT8)*c < 0x80)
--numtrite;
--numtowrite;
}
// Reset textcount for next tic based on speed
// if it wasn't already set by a delay.

View file

@ -3521,7 +3521,7 @@ static void HWR_RenderBSPNode(INT32 bspnum)
// Decide which side the view point is on
INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
// Recursively divide front space (tard the viewer)
// Recursively divide front space (toward the viewer)
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space (away from viewer)
@ -3979,7 +3979,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
baseWallVerts[0].t = baseWallVerts[1].t = gpatch->max_t;
}
// if it has a dispoffset, push it a little tards the camera
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
float co = -gr_viewcos*(0.05f*spr->dispoffset);
float si = -gr_viewsin*(0.05f*spr->dispoffset);

View file

@ -670,7 +670,7 @@ vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLin
// 3) If we take the dot product between our line vector and the normal of the polygon,
// this will give us the cosine of the angle between the 2 (since they are both normalized - length 1).
// We will then divide our Numerator by this value to find the offset tards the plane from our arbitrary point.
// We will then divide our Numerator by this value to find the offset towards the plane from our arbitrary point.
Denominator = FV3_Dot(vNormal, &vLineDir); // Get the dot product of the line's vector and the normal of the plane
// Since we are using division, we need to make sure we don't get a divide by zero error

View file

@ -264,7 +264,7 @@ FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedTrunc(fixed_t x)
const fixed_t i = (a>>FRACBITS)<<FRACBITS; // cut out the fractional part
const fixed_t f = a-i; // cut out the integral part
if (x != INT32_MIN)
{ // return rounded to nearest whole number, tards zero
{ // return rounded to nearest whole number, towards zero
if (x > 0)
return x-f;
else

View file

@ -1033,7 +1033,7 @@ void A_Chase(mobj_t *actor)
actor->threshold--;
}
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -1090,7 +1090,7 @@ nomissile:
&& P_LookForPlayers(actor, true, false, 0))
return; // got a new target
// chase tards player
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
P_NewChaseDir(actor);
}
@ -1123,7 +1123,7 @@ void A_FaceStabChase(mobj_t *actor)
actor->threshold--;
}
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -1180,7 +1180,7 @@ nomissile:
&& P_LookForPlayers(actor, true, false, 0))
return; // got a new target
// chase tards player
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
P_NewChaseDir(actor);
}
@ -1491,7 +1491,7 @@ void A_JetJawChomp(mobj_t *actor)
return;
#endif
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -1511,7 +1511,7 @@ void A_JetJawChomp(mobj_t *actor)
return;
}
// chase tards player
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
P_NewChaseDir(actor);
}
@ -1913,7 +1913,7 @@ void A_SharpChase(mobj_t *actor)
actor->reactiontime--;
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -1935,7 +1935,7 @@ void A_SharpChase(mobj_t *actor)
return;
}
// chase tards player
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
P_NewChaseDir(actor);
}
@ -2467,7 +2467,7 @@ void A_VultureBlast(mobj_t *actor)
// Function: A_VultureFly
//
// Description: Vulture charging tards target.
// Description: Vulture charging towards target.
//
// var1 = unused
// var2 = unused
@ -2590,7 +2590,7 @@ void A_SkimChase(mobj_t *actor)
actor->threshold--;
}
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -2647,14 +2647,14 @@ nomissile:
&& P_LookForPlayers(actor, true, false, 0))
return; // got a new target
// chase tards player
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
P_NewChaseDir(actor);
}
// Function: A_FaceTarget
//
// Description: Immediately turn to face tards your target.
// Description: Immediately turn to face towards your target.
//
// var1 = unused
// var2 = unused
@ -2673,7 +2673,7 @@ void A_FaceTarget(mobj_t *actor)
// Function: A_FaceTracer
//
// Description: Immediately turn to face tards your tracer.
// Description: Immediately turn to face towards your tracer.
//
// var1 = unused
// var2 = unused
@ -5375,7 +5375,7 @@ void A_JetChase(mobj_t *actor)
actor->threshold--;
}
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
if ((multiplayer || netgame) && !actor->threshold && (actor->target->health <= 0 || !P_CheckSight(actor, actor->target)))
@ -5389,7 +5389,7 @@ void A_JetChase(mobj_t *actor)
return; // got a new target
}
// chase tards player
// chase towards player
if (ultimatemode)
P_Thrust(actor, actor->angle, FixedMul(actor->info->speed/2, actor->scale));
else
@ -5942,7 +5942,7 @@ void A_DetonChase(mobj_t *actor)
}
}
// chase tards player
// chase towards player
if ((dist = P_AproxDistance(xydist, actor->tracer->z-actor->z))
> FixedMul((actor->info->painchance << FRACBITS), actor->scale))
{
@ -7081,7 +7081,7 @@ void A_Boss1Chase(mobj_t *actor)
if (actor->reactiontime)
actor->reactiontime--;
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -7154,7 +7154,7 @@ nomissile:
actor->momz = FixedMul(actor->momz,7*FRACUNIT/8);
}
// chase tards player
// chase towards player
if (P_AproxDistance(actor->target->x-actor->x, actor->target->y-actor->y) > actor->radius+actor->target->radius)
{
if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
@ -7409,7 +7409,7 @@ void A_Boss7Chase(mobj_t *actor)
return;
}
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -7503,7 +7503,7 @@ void A_Boss7Chase(mobj_t *actor)
if (leveltime & 1)
{
// chase tards player
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
P_NewChaseDir(actor);
}
@ -7644,7 +7644,7 @@ void A_Boss2PogoTarget(mobj_t *actor)
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
P_InstaThrust(actor, actor->angle, FixedDiv(P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y), airtime));
}
// Wander semi-randomly tards the player to get closer.
// Wander semi-randomly towards the player to get closer.
else
{
UINT8 prandom = P_RandomByte();
@ -7864,7 +7864,7 @@ void A_BuzzFly(mobj_t *actor)
return;
}
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
if (actor->target->health <= 0 || (!actor->threshold && !P_CheckSight(actor, actor->target)))
@ -7887,7 +7887,7 @@ void A_BuzzFly(mobj_t *actor)
return;
}
// chase tards player
// chase towards player
{
INT32 dist, realspeed;
const fixed_t mf = 5*(FRACUNIT/4);
@ -7979,7 +7979,7 @@ void A_GuardChase(mobj_t *actor)
}
else // Break ranks!
{
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -8006,7 +8006,7 @@ void A_GuardChase(mobj_t *actor)
&& P_LookForPlayers(actor, true, false, 0))
return; // got a new target
// chase tards player
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, (actor->flags2 & MF2_AMBUSH) ? actor->info->speed * 2 : actor->info->speed))
{
P_NewChaseDir(actor);
@ -10923,7 +10923,7 @@ void A_RemoteDamage(mobj_t *actor)
// Function: A_HomingChase
//
// Description: Actor chases directly tards its destination object
// Description: Actor chases directly towards its destination object
//
// var1 = speed multiple
// var2 = destination: 0 = target, 1 = tracer
@ -11383,7 +11383,7 @@ void A_BrakChase(mobj_t *actor)
actor->threshold--;
}
// turn tards movement direction if not there yet
// turn towards movement direction if not there yet
if (actor->movedir < NUMDIRS)
{
actor->angle &= (7<<29);
@ -11441,7 +11441,7 @@ void A_BrakChase(mobj_t *actor)
&& P_LookForPlayers(actor, true, false, 0))
return; // got a new target
// chase tards player
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, actor->info->speed))
P_NewChaseDir(actor);
@ -11502,7 +11502,7 @@ void A_BrakFireShot(mobj_t *actor)
// Function: A_BrakLobShot
//
// Description: Lobs an object at the floor about a third of the way tard your target.
// Description: Lobs an object at the floor about a third of the way toward your target.
// Implication is it'll bounce the rest of the way.
// (You can also just aim straight at the target, but whatever)
// Formula grabbed from http://en.wikipedia.org/wiki/Trajectory_of_a_projectile#Angle_required_to_hit_coordinate_.28x.2Cy.29

View file

@ -1349,13 +1349,13 @@ wegotit:
{
// Lower controlsec like a regular T_RaiseSector
// Set the heights of all the other control sectors to
// be a gradient of this height tard the edges
// be a gradient of this height toward the edges
}
else
{
// Raise controlsec like a regular T_RaiseSector
// Set the heights of all the other control sectors to
// be a gradient of this height tard the edges.
// be a gradient of this height toward the edges.
}
if (playeronme && controlsec)

View file

@ -2429,7 +2429,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
// Also, add to the link.
// I don't know if NiGHTS did this, but
// Sonic Time Attacked did and it seems like a good enough incentive
// to make people want to actually dash tards/paraloop enemies
// to make people want to actually dash towards/paraloop enemies
if (++source->player->linkcount > source->player->maxlink)
source->player->maxlink = source->player->linkcount;
source->player->linktimer = nightslinktics;

View file

@ -203,7 +203,7 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type);
void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range);
void P_PlayLivesJingle(player_t *player);
#define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_alt1 + P_RandomKey(4));
#define P_PlayRinglossSound(s) S_StartSound(s, (mariomode) ? sfx_mario8 : sfx_altow1 + P_RandomKey(4));
#define P_PlayDeathSound(s) S_StartSound(s, sfx_altdi1 + P_RandomKey(4));
#define P_PlayVictorySound(s) S_StartSound(s, sfx_victr1 + P_RandomKey(4));

View file

@ -2601,7 +2601,7 @@ static boolean P_ZMovement(mobj_t *mo)
if (mo->flags & MF_FLOAT && mo->target && mo->health
&& !(mo->type == MT_EGGMOBILE) && mo->target->health > 0)
{
// float down tards target if too close
// float down towards target if too close
if (!(mo->flags2 & MF2_SKULLFLY) && !(mo->flags2 & MF2_INFLOAT))
{
dist = P_AproxDistance(mo->x - mo->target->x, mo->y - mo->target->y);
@ -2938,7 +2938,7 @@ static void P_PlayerZMovement(mobj_t *mo)
if (mo->player->powers[pw_carry] == CR_NIGHTSMODE)
{
// bounce off floor if you were flying tards it
// bounce off floor if you were flying towards it
if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 0 && mo->player->flyangle < 180)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 180 && mo->player->flyangle <= 359))
{
@ -3088,7 +3088,7 @@ nightsdone:
if (mo->player->powers[pw_carry] == CR_NIGHTSMODE)
{
// bounce off ceiling if you were flying tards it
// bounce off ceiling if you were flying towards it
if ((mo->eflags & MFE_VERTICALFLIP && mo->player->flyangle > 180 && mo->player->flyangle <= 359)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->player->flyangle > 0 && mo->player->flyangle < 180))
{
@ -6293,7 +6293,7 @@ static void P_MoveHoop(mobj_t *mobj)
y = mobj->target->y;
z = mobj->target->z+mobj->target->height/2;
// Make the sprite travel tards the center of the hoop
// Make the sprite travel towards the center of the hoop
v[0] = FixedMul(FINECOSINE(fa),fuse);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa),fuse);
@ -6762,7 +6762,7 @@ void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot)
if (!pos_lengthways[3] || P_MobjWasRemoved(mobj) || (mobj->flags & MF_NOCLIPHEIGHT))
goto cont;
if ((fa = ((center->threshold & (FINEMASK/2)) << ANGLETOFINESHIFT)) > ANGLE_45 && fa < ANGLE_135) // only move tards center when the motion is tards/away from the ground, rather than alongside it
if ((fa = ((center->threshold & (FINEMASK/2)) << ANGLETOFINESHIFT)) > ANGLE_45 && fa < ANGLE_135) // only move towards center when the motion is towards/away from the ground, rather than alongside it
goto cont;
if (mobj->subsector->sector->ffloors)

View file

@ -2367,7 +2367,7 @@ static void P_CreateBlockMap(void)
//
// If current block is the same as the ending vertex's block, exit loop.
//
// Move to an adjacent block by moving tards the ending block in
// Move to an adjacent block by moving towards the ending block in
// either the x or y direction, to the block which contains the linedef.
{

View file

@ -6033,7 +6033,7 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline)
/** Adds a raise thinker.
* A raise thinker checks to see if the
* player is standing on its 3D Floor,
* and if so, raises the platform tards
* and if so, raises the platform towards
* it's destination. Otherwise, it lowers
* to the lowest nearby height if not
* there already.

View file

@ -5205,7 +5205,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
if (!(player->pflags & (PF_THOKKED|PF_USEDOWN)) || (player->charflags & SF_MULTIABILITY))
{
P_Telekinesis(player,
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling tards player)
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
FixedMul(384*FRACUNIT, player->mo->scale));
}
break;
@ -6196,7 +6196,7 @@ static void P_3dMovement(player_t *player)
// The rest is unaffected.
angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection;
if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face tard
if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face toward
if (thrustangle < ANGLE_90 || thrustangle > ANGLE_270) {
P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope);
}

View file

@ -768,10 +768,10 @@ void S_StartSound(const void *origin, sfxenum_t sfx_id)
{
switch (sfx_id)
{
// case sfx_alt1:
// case sfx_alt2:
// case sfx_alt3:
// case sfx_alt4:
// case sfx_altow1:
// case sfx_altow2:
// case sfx_altow3:
// case sfx_altow4:
// sfx_id = sfx_mario8;
// break;
case sfx_thok:

View file

@ -57,10 +57,10 @@ sfxinfo_t S_sfx[NUMSFX] =
{"altdi2", false, 192, 16, -1, NULL, 0, SKSPLDET2, -1, LUMPERROR, "Dying"},
{"altdi3", false, 192, 16, -1, NULL, 0, SKSPLDET3, -1, LUMPERROR, "Dying"},
{"altdi4", false, 192, 16, -1, NULL, 0, SKSPLDET4, -1, LUMPERROR, "Dying"},
{"alt1", false, 192, 16, -1, NULL, 0, SKSPLPAN1, -1, LUMPERROR, "Ring loss"},
{"alt2", false, 192, 16, -1, NULL, 0, SKSPLPAN2, -1, LUMPERROR, "Ring loss"},
{"alt3", false, 192, 16, -1, NULL, 0, SKSPLPAN3, -1, LUMPERROR, "Ring loss"},
{"alt4", false, 192, 16, -1, NULL, 0, SKSPLPAN4, -1, LUMPERROR, "Ring loss"},
{"altow1", false, 192, 16, -1, NULL, 0, SKSPLPAN1, -1, LUMPERROR, "Ring loss"},
{"altow2", false, 192, 16, -1, NULL, 0, SKSPLPAN2, -1, LUMPERROR, "Ring loss"},
{"altow3", false, 192, 16, -1, NULL, 0, SKSPLPAN3, -1, LUMPERROR, "Ring loss"},
{"altow4", false, 192, 16, -1, NULL, 0, SKSPLPAN4, -1, LUMPERROR, "Ring loss"},
{"victr1", false, 64, 16, -1, NULL, 0, SKSPLVCT1, -1, LUMPERROR, "/"},
{"victr2", false, 64, 16, -1, NULL, 0, SKSPLVCT2, -1, LUMPERROR, "/"},
{"victr3", false, 64, 16, -1, NULL, 0, SKSPLVCT3, -1, LUMPERROR, "/"},

View file

@ -106,10 +106,10 @@ typedef enum
sfx_altdi2,
sfx_altdi3,
sfx_altdi4,
sfx_alt1,
sfx_alt2,
sfx_alt3,
sfx_alt4,
sfx_altow1,
sfx_altow2,
sfx_altow3,
sfx_altow4,
sfx_victr1,
sfx_victr2,
sfx_victr3,