(minor English issues, most of which are via /dev/humancontroller)
This commit is contained in:
Zachary Slater 2011-02-09 05:51:33 +00:00
parent 476e35f50e
commit 5e0d0efd2e
18 changed files with 26 additions and 26 deletions

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@ -480,7 +480,7 @@
2002-7-31 Timothee Besset <ttimo@idsoftware.com>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=513
https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506
porting fix from RTCW codebase. client re-orders it's pk3s to scan in the same order than the server
porting fix from RTCW codebase. client re-orders its pk3s to scan in the same order than the server
this eliminates several 'Invalid .PK3 file referenced' situations (caused by client not referencing the same thing as server)
+ fixed border remnants in ta ui
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=517
@ -505,7 +505,7 @@
+ fix broken link in Linux FAQ
2002-7-27 Timothee Besset <ttimo@idsoftware.com>
+ ta ui: PB display in the browser, in it's additional tab, with sorting
+ ta ui: PB display in the browser, in its additional tab, with sorting
2002-7-26 Timothee Besset <ttimo@idsoftware.com>
+ PB UI: for baseq3/ AND missionpack/
@ -2775,7 +2775,7 @@
Can't find menu/art/unknownmap.tga
* Q3TA: after nearly 6 months, a code update from id. SOS access
even. Got it to compile, link and start, but its currently broken
even. Got it to compile, link and start, but it's currently broken
(menu doesn't render in full, can't get into game etc.). Need
a baseline 1.17 to diff against. Last code dump was May 16, with
bspc code updated May 19. Checking working directory of bk000520

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@ -2366,7 +2366,7 @@ bot_moveresult_t BotTravel_FuncBobbing(bot_movestate_t *ms, aas_reachability_t *
VectorSubtract(reach->start, ms->origin, dir1);
if (!(ms->moveflags & MFL_SWIMMING)) dir1[2] = 0;
dist1 = VectorNormalize(dir1);
//if func_bobbing is Not it's start position
//if func_bobbing is Not its start position
VectorSubtract(bob_origin, bob_start, dir);
if (VectorLength(dir) > 16)
{
@ -3027,7 +3027,7 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
ms = BotMoveStateFromHandle(movestate);
if (!ms) return;
//reset the grapple before testing if the bot has a valid goal
//because the bot could loose all it's goals when stuck to a wall
//because the bot could lose all its goals when stuck to a wall
BotResetGrapple(ms);
//
if (!goal)

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@ -379,7 +379,7 @@ void CG_UpdateCvars( void ) {
// check for modications here
// If team overlay is on, ask for updates from the server. If its off,
// If team overlay is on, ask for updates from the server. If it's off,
// let the server know so we don't receive it
if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;

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@ -781,7 +781,7 @@ static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) {
&& !Q_stricmp( ci->blueTeam, match->blueTeam )
&& !Q_stricmp( ci->redTeam, match->redTeam )
&& (cgs.gametype < GT_TEAM || ci->team == match->team) ) {
// this clientinfo is identical, so use it's handles
// this clientinfo is identical, so use its handles
ci->deferred = qfalse;

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@ -308,7 +308,7 @@ static void CG_TouchItem( centity_t *cent ) {
// don't touch it again this prediction
cent->miscTime = cg.time;
// if its a weapon, give them some predicted ammo so the autoswitch will work
// if it's a weapon, give them some predicted ammo so the autoswitch will work
if ( item->giType == IT_WEAPON ) {
cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag;
if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) {

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@ -1352,7 +1352,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
// if holding the right weapon
if (bs->cur_ps.weapon == moveresult->weapon) {
// if the bot is pretty close with it's aim
// if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
//
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
@ -1409,7 +1409,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
// if holding the right weapon
if (bs->cur_ps.weapon == moveresult->weapon) {
// if the bot is pretty close with it's aim
// if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
//
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
@ -1495,7 +1495,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) {
if (bs->cur_ps.weapon == bs->activatestack->weapon) {
VectorSubtract(bs->activatestack->target, bs->eye, dir);
vectoangles(dir, ideal_viewangles);
// if the bot is pretty close with it's aim
// if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, ideal_viewangles)) {
trap_EA_Attack(bs->client);
}

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@ -685,7 +685,7 @@ void BotCTFSeekGoals(bot_state_t *bs) {
if ( bs->lastgoal_ltgtype ) {
bs->teamgoal_time += 60;
}
// if the bot decided to do something on it's own and has a last ordered goal
// if the bot decided to do something on its own and has a last ordered goal
if ( !bs->ordered && bs->lastgoal_ltgtype ) {
bs->ltgtype = 0;
}
@ -931,7 +931,7 @@ void Bot1FCTFSeekGoals(bot_state_t *bs) {
if ( bs->lastgoal_ltgtype ) {
bs->teamgoal_time += 60;
}
// if the bot decided to do something on it's own and has a last ordered goal
// if the bot decided to do something on its own and has a last ordered goal
if ( !bs->ordered && bs->lastgoal_ltgtype ) {
bs->ltgtype = 0;
}
@ -4531,7 +4531,7 @@ BotAIPredictObstacles
Predict the route towards the goal and check if the bot
will be blocked by certain obstacles. When the bot has obstacles
on it's path the bot should figure out if they can be removed
on its path the bot should figure out if they can be removed
by activating certain entities.
==================
*/

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@ -34,7 +34,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
void BotSetupDeathmatchAI(void);
//shutdown the deathmatch AI
void BotShutdownDeathmatchAI(void);
//let the bot live within it's deathmatch AI net
//let the bot live within its deathmatch AI net
void BotDeathmatchAI(bot_state_t *bs, float thinktime);
//free waypoints
void BotFreeWaypoints(bot_waypoint_t *wp);

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@ -228,7 +228,7 @@ typedef struct bot_state_s
int decisionmaker; //player who decided to go for this goal
int ordered; //true if ordered to do something
float order_time; //time ordered to do something
int owndecision_time; //time the bot made it's own decision
int owndecision_time; //time the bot made its own decision
bot_goal_t teamgoal; //the team goal
bot_goal_t altroutegoal; //alternative route goal
float reachedaltroutegoal_time; //time the bot reached the alt route goal

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@ -129,6 +129,6 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1]
//how alert the bot is (view distance)
#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1]
//how much the bot fires it's weapon
//how much the bot fires its weapon
#define CHARACTERISTIC_FIRETHROTTLE 47 //float [0, 1]

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@ -310,7 +310,7 @@ qboolean G_MoverPush( gentity_t *pusher, vec3_t move, vec3_t amove, gentity_t **
listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES );
// move the pusher to it's final position
// move the pusher to its final position
VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin );
VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles );
trap_LinkEntity( pusher );
@ -1183,7 +1183,7 @@ void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace ) {
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again.
"model2" .md3 model to also draw
"angle" determines the opening direction

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@ -717,7 +717,7 @@ int Team_TouchOurFlag( gentity_t *ent, gentity_t *other, int team ) {
}
if ( ent->flags & FL_DROPPED_ITEM ) {
// hey, its not home. return it by teleporting it back
// hey, it's not home. return it by teleporting it back
PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
cl->pers.netname, TeamName(team));
AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);

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@ -333,7 +333,7 @@ qboolean FS_PakIsPure( pack_t *pack ) {
for ( i = 0 ; i < fs_numServerPaks ; i++ ) {
// FIXME: also use hashed file names
// NOTE TTimo: a pk3 with same checksum but different name would be validated too
// I don't see this as allowing for any exploit, it would only happen if the client does manips of it's file names 'not a bug'
// I don't see this as allowing for any exploit, it would only happen if the client does manips of its file names 'not a bug'
if ( pack->checksum == fs_serverPaks[i] ) {
return qtrue; // on the aproved list
}

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@ -306,7 +306,7 @@ Dlls will call this directly
rcg010206 The horror; the horror.
The syscall mechanism relies on stack manipulation to get it's args.
The syscall mechanism relies on stack manipulation to get its args.
This is likely due to C's inability to pass "..." parameters to
a function in one clean chunk. On PowerPC Linux, these parameters
are not necessarily passed on the stack, so while (&arg[0] == arg)

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@ -144,7 +144,7 @@ void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
}
// at this point, the back end thread is idle, so it is ok
// to look at it's performance counters
// to look at its performance counters
if ( runPerformanceCounters ) {
R_PerformanceCounters();
}

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@ -34,7 +34,7 @@ constant, irrespective of distance, but the intensity should be proportional to
projected area of the light source.
A surface that has been flagged as having a light flare will calculate the depth
buffer value that it's midpoint should have when the surface is added.
buffer value that its midpoint should have when the surface is added.
After all opaque surfaces have been rendered, the depth buffer is read back for
each flare in view. If the point has not been obscured by a closer surface, the

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@ -523,7 +523,7 @@ signed integer. Conversions that widen unsigned integers zero-extend; those that
signed integers sign-extend.</p>
<p>The front end composes conversions between types <em>T</em><sub>1</sub> and <em>T</em><sub>2</sub>
by widening <em>T</em><sub>1</sub> to it's &quot;supertype&quot;, if necessary, converting
by widening <em>T</em><sub>1</sub> to its &quot;supertype&quot;, if necessary, converting
that result to <em>T</em><sub>2</sub>'s supertype, then narrowing the result to <em>T</em><sub>2</sub>,
if necessary. The following table lists the supertypes; omitted entries are their own
supertypes.</p>

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@ -576,7 +576,7 @@ qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName
//
// ui_atoms.c
//
// this is only used in the old ui, the new ui has it's own version
// this is only used in the old ui, the new ui has its own version
typedef struct {
int frametime;
int realtime;