diff --git a/src/doomdata.h b/src/doomdata.h index fdd7c291a..f6e7cb584 100644 --- a/src/doomdata.h +++ b/src/doomdata.h @@ -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; diff --git a/src/f_finale.c b/src/f_finale.c index 68170767b..87e41df78 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -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. diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index dcd13c93a..d28b14019 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -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); diff --git a/src/m_fixed.c b/src/m_fixed.c index 3bd675dbe..6be54c486 100644 --- a/src/m_fixed.c +++ b/src/m_fixed.c @@ -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 diff --git a/src/m_fixed.h b/src/m_fixed.h index 34d13fa23..02d4c73ff 100644 --- a/src/m_fixed.h +++ b/src/m_fixed.h @@ -264,7 +264,7 @@ FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedTrunc(fixed_t x) const fixed_t i = (a>>FRACBITS)< 0) return x-f; else diff --git a/src/p_enemy.c b/src/p_enemy.c index a95c631dc..763146d81 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -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 diff --git a/src/p_floor.c b/src/p_floor.c index b1e9d1fda..c23d469bc 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -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) diff --git a/src/p_inter.c b/src/p_inter.c index ac9a6b1a7..71dcd70a1 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -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; diff --git a/src/p_local.h b/src/p_local.h index 2a96b0558..a825c3400 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -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)); diff --git a/src/p_mobj.c b/src/p_mobj.c index 6aacdffc9..a8599ceb5 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -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) diff --git a/src/p_setup.c b/src/p_setup.c index 3bc2a7c8c..c7f4cd81b 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -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. { diff --git a/src/p_spec.c b/src/p_spec.c index 27f0002a6..e5b026a3d 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -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. diff --git a/src/p_user.c b/src/p_user.c index 268fc0b86..44bc31b90 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -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); } diff --git a/src/s_sound.c b/src/s_sound.c index f95328e4b..c4c92ebf5 100644 --- a/src/s_sound.c +++ b/src/s_sound.c @@ -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: diff --git a/src/sounds.c b/src/sounds.c index e2351a430..720ba851e 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -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, "/"}, diff --git a/src/sounds.h b/src/sounds.h index 6880e44bb..039349d4f 100644 --- a/src/sounds.h +++ b/src/sounds.h @@ -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,