Correct spelling mistakes.

This commit is contained in:
Edward Betts 2017-11-22 07:40:20 +00:00 committed by Zack Middleton
parent 14cb72f912
commit fe42b8653d
105 changed files with 212 additions and 212 deletions

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@ -634,7 +634,7 @@
#1 current directory
#2 fs_homepath
#3 fs_basepath
this was needed to make mod developement easier
this was needed to make mod development easier
2001-10-09 Timothee Besset <ttimo@idsoftware.com>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51
@ -814,7 +814,7 @@
* rebuilding 1.28b, various fixes on linux build:
- SetProgramPath was renamed to Sys_SetDefaultCDPath in unix_shared.c
updated unix_main.c accordingly
- some prototypes in qgl.h are guarded by #ifndef GL_VERSION_1_2 (ARB extentions)
- some prototypes in qgl.h are guarded by #ifndef GL_VERSION_1_2 (ARB extensions)
those prototypes are needed by linux_glimp for importing functions and casting, added a #ifdef __linux__
(not a clean solution)
- game/q_shared.h
@ -861,7 +861,7 @@
2001-04-23 Timothee Besset <ttimo@idsoftware.com>
* cleanup the mod selection code, remove duplicates
* some issues with release builds, my main developement box doesn't build stable binaries with release settings
* some issues with release builds, my main development box doesn't build stable binaries with release settings
removing -fomit-frame-pointer seems to fix (there's probably a performance hit)
see OMIT-FRAME-POINTER.txt
@ -984,7 +984,7 @@
//* or // /* or variations of this. I reverted to exact mirror
image of SOS to be sure - short of removing it's too easy to mistake
live code for dead one.
Later: have to change 5 occurences to avoid gcc complaints about
Later: have to change 5 occurrences to avoid gcc complaints about
nested comment tokens.
TODO: somebody please get rid of the cruft in here.
@ -1235,7 +1235,7 @@
* code/game/g_cmds.c (G_SayTo): CON_CONNECTED.
* code/game/ai_main.c: HOOK added (SOS).
* code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump):
correct fix for FPE occuring (SOS).
correct fix for FPE occurring (SOS).
* code/game/ai_dmq3.c: initmove.viewoffset (SOS).
* code/game/q_math.c: guard asser/isnan with Q3_VM (q3asm).
@ -1679,7 +1679,7 @@
* code/game/q_shared.c: Q_strncpyz does zero padding (duh).
Note: calls strncpy, which does a zero fill up to destsize.
If destsize exceeds memory size, zero padding will overwrite
adjacent memory. Suspicion was this happend to botimport.
adjacent memory. Suspicion was this happened to botimport.
* code/qcommon/cvar.c: possible problem in Q_strncpyz call.
@ -1783,7 +1783,7 @@
* TEST: running with RC4 data files.
TODO: "bot library used before setup" (Q3+TA)
TODO: Q3 old mods wreak havoc (graceful bounce)
TODO: supress "FreeType code not available" in renderer
TODO: suppress "FreeType code not available" in renderer
TODO: can't move in Q3
TODO: items flicker in Q3
TODO: no decals in Q3
@ -2015,7 +2015,7 @@
* TEST: tried executing a script - get bounced.
TODO: is there any way to jump into a map?
TODO: cl_cinematics 0 (supress all fullscreen RoQ)
TODO: cl_cinematics 0 (suppress all fullscreen RoQ)
Next: used r_logfile 200 in Win32 (RC4) and Linux.
There is a buckload of setup code seemingly not done
at all in Linux? Either that, or logging is enabled
@ -2983,7 +2983,7 @@
Modules:
code: the Q3 engine code, including a jpeg-6/ copy
common: code shared by tools
libs: code shared by tools, inlcuding a jpeg6/ copy
libs: code shared by tools, including a jpeg6/ copy
q3asm: VM bytecode assembly
q3data: misc. Q3 data conversions
q3map: BSP builder

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@ -191,7 +191,7 @@ typedef struct aas_edge_s
//edge index, negative if vertexes are reversed
typedef int aas_edgeindex_t;
//a face bounds an area, often it will also seperate two areas
//a face bounds an area, often it will also separate two areas
typedef struct aas_face_s
{
int planenum; //number of the plane this face is in

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@ -70,7 +70,7 @@ typedef struct bsp_entity_s
bsp_epair_t *epairs;
} bsp_entity_t;
//id Sofware BSP data
//id Software BSP data
typedef struct bsp_s
{
//true when bsp file is loaded

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@ -1168,7 +1168,7 @@ void AAS_RemoveNotClusterClosingPortals(void)
if (aasworld.areasettings[otherareanum].contents & AREACONTENTS_CLUSTERPORTAL) continue;
//if the area already has a cluster set
if (aasworld.areasettings[otherareanum].cluster) continue;
//another cluster is seperated by this portal
//another cluster is separated by this portal
numseperatedclusters++;
//flood the cluster
AAS_FloodCluster_r(otherareanum, numseperatedclusters);
@ -1185,13 +1185,13 @@ void AAS_RemoveNotClusterClosingPortals(void)
if (aasworld.areasettings[otherareanum].contents & AREACONTENTS_CLUSTERPORTAL) continue;
//if the area already has a cluster set
if (aasworld.areasettings[otherareanum].cluster) continue;
//another cluster is seperated by this portal
//another cluster is separated by this portal
numseperatedclusters++;
//flood the cluster
AAS_FloodCluster_r(otherareanum, numseperatedclusters);
AAS_FloodClusterReachabilities(numseperatedclusters);
} //end for
//a portal must seperate no more and no less than 2 clusters
//a portal must separate no more and no less than 2 clusters
if (numseperatedclusters != 2)
{
aasworld.areasettings[i].contents &= ~AREACONTENTS_CLUSTERPORTAL;

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@ -241,7 +241,7 @@ int AAS_LoadFiles(const char *mapname)
return BLERR_NOERROR;
} //end of the function AAS_LoadFiles
//===========================================================================
// called everytime a map changes
// called every time a map changes
//
// Parameter: -
// Returns: -

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@ -1416,7 +1416,7 @@ int AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge(int area1num, int area2
//if there IS water the sv_maxwaterjump height below the bestend point
if (aasworld.areasettings[AAS_PointAreaNum(testpoint)].areaflags & AREA_LIQUID)
{
//don't create rediculous water jump reachabilities from areas very far below
//don't create ridiculous water jump reachabilities from areas very far below
//the water surface
if (water_bestdist < aassettings.phys_maxwaterjump + 24)
{
@ -3054,7 +3054,7 @@ void AAS_Reachability_Elevator(void)
bottomorg[2] += 24;
} //end else
//look at adjacent areas around the top of the plat
//make larger steps to outside the plat everytime
//make larger steps to outside the plat every time
for (n = 0; n < 3; n++)
{
for (k = 0; k < 3; k++)

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@ -688,7 +688,7 @@ aas_trace_t AAS_TraceClientBBox(vec3_t start, vec3_t end, int presencetype,
side = front < 0;
//first put the end part of the line on the stack (back side)
VectorCopy(cur_mid, tstack_p->start);
//not necesary to store because still on stack
//not necessary to store because still on stack
//VectorCopy(cur_end, tstack_p->end);
tstack_p->planenum = aasnode->planenum;
tstack_p->nodenum = aasnode->children[!side];
@ -874,7 +874,7 @@ int AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int max
side = front < 0;
//first put the end part of the line on the stack (back side)
VectorCopy(cur_mid, tstack_p->start);
//not necesary to store because still on stack
//not necessary to store because still on stack
//VectorCopy(cur_end, tstack_p->end);
tstack_p->planenum = aasnode->planenum;
tstack_p->nodenum = aasnode->children[!side];
@ -959,7 +959,7 @@ qboolean AAS_InsideFace(aas_face_t *face, vec3_t pnormal, vec3_t point, float ep
//edge) and through both the edge vector and the normal vector
//of the plane
AAS_OrthogonalToVectors(edgevec, pnormal, sepnormal);
//check on wich side of the above plane the point is
//check on which side of the above plane the point is
//this is done by checking the sign of the dot product of the
//vector orthogonal vector from above and the vector from the
//origin (first vertex of edge) to the point

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@ -553,11 +553,11 @@ void StringReplaceWords(char *string, char *synonym, char *replacement)
//find the synonym in the string
str = StringContainsWord(string, synonym, qfalse);
//if the synonym occured in the string
//if the synonym occurred in the string
while(str)
{
//if the synonym isn't part of the replacement which is already in the string
//usefull for abreviations
//useful for abreviations
str2 = StringContainsWord(string, replacement, qfalse);
while(str2)
{

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@ -62,7 +62,7 @@ int GeneticSelection(int numranks, float *rankings)
} //end for
if (sum > 0)
{
//select a bot where the ones with the higest rankings have
//select a bot where the ones with the highest rankings have
//the highest chance of being selected
//sum *= random();
for (i = 0; i < numranks; i++)

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@ -1605,7 +1605,7 @@ bot_moveresult_t BotTravel_WalkOffLedge(bot_movestate_t *ms, aas_reachability_t
VectorSubtract(reach->start, ms->origin, dir);
VectorNormalize(dir);
BotCheckBlocked(ms, dir, qtrue, &result);
//if the reachability start and end are practially above each other
//if the reachability start and end are practically above each other
VectorSubtract(reach->end, reach->start, dir);
dir[2] = 0;
reachhordist = VectorLength(dir);
@ -2744,7 +2744,7 @@ bot_moveresult_t BotTravel_RocketJump(bot_movestate_t *ms, aas_reachability_t *r
result.ideal_viewangles[PITCH] = 90;
//set the view angles directly
EA_View(ms->client, result.ideal_viewangles);
//view is important for the movment
//view is important for the movement
result.flags |= MOVERESULT_MOVEMENTVIEWSET;
//select the rocket launcher
EA_SelectWeapon(ms->client, (int) weapindex_rocketlauncher->value);
@ -2804,7 +2804,7 @@ bot_moveresult_t BotTravel_BFGJump(bot_movestate_t *ms, aas_reachability_t *reac
result.ideal_viewangles[PITCH] = 90;
//set the view angles directly
EA_View(ms->client, result.ideal_viewangles);
//view is important for the movment
//view is important for the movement
result.flags |= MOVERESULT_MOVEMENTVIEWSET;
//select the rocket launcher
EA_SelectWeapon(ms->client, (int) weapindex_bfg10k->value);

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@ -726,7 +726,7 @@ void EvolveFuzzySeperator_r(fuzzyseperator_t *fs)
//every once in a while an evolution leap occurs, mutation
if (random() < 0.01) fs->weight += crandom() * (fs->maxweight - fs->minweight);
else fs->weight += crandom() * (fs->maxweight - fs->minweight) * 0.5;
//modify bounds if necesary because of mutation
//modify bounds if necessary because of mutation
if (fs->weight < fs->minweight) fs->minweight = fs->weight;
else if (fs->weight > fs->maxweight) fs->maxweight = fs->weight;
} //end else if

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@ -64,7 +64,7 @@ typedef struct weightconfig_s
weightconfig_t *ReadWeightConfig(char *filename);
//free a weight configuration
void FreeWeightConfig(weightconfig_t *config);
//writes a weight configuration, returns true if successfull
//writes a weight configuration, returns true if successful
qboolean WriteWeightConfig(char *filename, weightconfig_t *config);
//find the fuzzy weight with the given name
int FindFuzzyWeight(weightconfig_t *wc, char *name);

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@ -218,7 +218,7 @@ char *PunctuationFromNum(script_t *script, int num)
{
if (script->punctuations[i].n == num) return script->punctuations[i].p;
} //end for
return "unkown punctuation";
return "unknown punctuation";
} //end of the function PunctuationFromNum
//===========================================================================
//
@ -836,7 +836,7 @@ int PS_ReadPrimitive(script_t *script, token_t *token)
token->string[len] = 0;
//copy the token into the script structure
Com_Memcpy(&script->token, token, sizeof(token_t));
//primitive reading successfull
//primitive reading successful
return 1;
} //end of the function PS_ReadPrimitive
//============================================================================

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@ -197,7 +197,7 @@ typedef struct centity_s {
//======================================================================
// local entities are created as a result of events or predicted actions,
// and live independantly from all server transmitted entities
// and live independently from all server transmitted entities
typedef struct markPoly_s {
struct markPoly_s *prevMark, *nextMark;
@ -458,7 +458,7 @@ typedef struct {
qboolean loading; // don't defer players at initial startup
qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
// there are only one or two snapshot_t that are relevent at a time
// there are only one or two snapshot_t that are relevant at a time
int latestSnapshotNum; // the number of snapshots the client system has received
int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
@ -601,7 +601,7 @@ typedef struct {
int itemPickup;
int itemPickupTime;
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
int itemPickupBlendTime; // the pulse around the crosshair is timed separately
int weaponSelectTime;
int weaponAnimation;
@ -1613,7 +1613,7 @@ void trap_GetGlconfig( glconfig_t *glconfig );
void trap_GetGameState( gameState_t *gamestate );
// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in. The time is returned seperately so that
// that it is interested in. The time is returned separately so that
// snapshot latency can be calculated.
void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );

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@ -499,7 +499,7 @@ static void CG_RegisterItemSounds( int itemNum ) {
trap_S_RegisterSound( item->pickup_sound, qfalse );
}
// parse the space seperated precache string for other media
// parse the space separated precache string for other media
s = item->sounds;
if (!s || !s[0])
return;

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@ -1371,7 +1371,7 @@ static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
===============
CG_PlayerAngles
Handles seperate torso motion
Handles separate torso motion
legs pivot based on direction of movement

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@ -206,7 +206,7 @@ typedef enum {
CG_SHUTDOWN,
// void (*CG_Shutdown)( void );
// oportunity to flush and close any open files
// opportunity to flush and close any open files
CG_CONSOLE_COMMAND,
// qboolean (*CG_ConsoleCommand)( void );

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@ -21,7 +21,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
//
// cg_servercmds.c -- reliably sequenced text commands sent by the server
// these are processed at snapshot transition time, so there will definately
// these are processed at snapshot transition time, so there will definitely
// be a valid snapshot this frame
#include "cg_local.h"

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@ -137,7 +137,7 @@ static void CG_TransitionSnapshot( void ) {
// execute any server string commands before transitioning entities
CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
// if we had a map_restart, set everthing with initial
// if we had a map_restart, set everything with initial
if ( cg.mapRestart ) {
}

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@ -42,7 +42,7 @@ Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer. It will remain immobile, so you can
move around it to view it from different angles.
Testgun will cause the model to follow the player around and supress the real
Testgun will cause the model to follow the player around and suppress the real
view weapon model. The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.

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@ -1289,7 +1289,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
nonPredictedCent = &cg_entities[cent->currentState.clientNum];
// if the index of the nonPredictedCent is not the same as the clientNum
// then this is a fake player (like on teh single player podiums), so
// then this is a fake player (like on the single player podiums), so
// go ahead and use the cent
if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) {
nonPredictedCent = cent;

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@ -341,7 +341,7 @@ rescan:
// the clientLevelShot command is used during development
// to generate 128*128 screenshots from the intermission
// point of levels for the menu system to use
// we pass it along to the cgame to make apropriate adjustments,
// we pass it along to the cgame to make appropriate adjustments,
// but we also clear the console and notify lines here
if ( !strcmp( cmd, "clientLevelShot" ) ) {
// don't do it if we aren't running the server locally,
@ -1026,7 +1026,7 @@ void CL_SetCGameTime( void ) {
}
// if we are playing a demo back, we can just keep reading
// messages from the demo file until the cgame definately
// messages from the demo file until the cgame definitely
// has valid snapshots to interpolate between
// a timedemo will always use a deterministic set of time samples

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@ -320,7 +320,7 @@ void CL_KeyMove( usercmd_t *cmd ) {
//
// adjust for speed key / running
// the walking flag is to keep animations consistant
// the walking flag is to keep animations consistent
// even during acceleration and develeration
//
if ( in_speed.active ^ cl_run->integer ) {

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@ -177,7 +177,7 @@ keyname_t keynames[] =
{"PAUSE", K_PAUSE},
{"SEMICOLON", ';'}, // because a raw semicolon seperates commands
{"SEMICOLON", ';'}, // because a raw semicolon separates commands
{"WORLD_0", K_WORLD_0},
{"WORLD_1", K_WORLD_1},
@ -919,7 +919,7 @@ void Key_SetBinding( int keynum, const char *binding ) {
keys[keynum].binding = CopyString( binding );
// consider this like modifying an archived cvar, so the
// file write will be triggered at the next oportunity
// file write will be triggered at the next opportunity
cvar_modifiedFlags |= CVAR_ARCHIVE;
}
@ -1305,7 +1305,7 @@ void CL_KeyDownEvent( int key, unsigned time )
// send the bound action
CL_ParseBinding( key, qtrue, time );
// distribute the key down event to the apropriate handler
// distribute the key down event to the appropriate handler
if ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) {
Console_Key( key );
} else if ( Key_GetCatcher( ) & KEYCATCH_UI ) {
@ -1387,7 +1387,7 @@ void CL_CharEvent( int key ) {
return;
}
// distribute the key down event to the apropriate handler
// distribute the key down event to the appropriate handler
if ( Key_GetCatcher( ) & KEYCATCH_CONSOLE )
{
Field_CharEvent( &g_consoleField, key );

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@ -573,7 +573,7 @@ CLIENT RELIABLE COMMAND COMMUNICATION
======================
CL_AddReliableCommand
The given command will be transmitted to the server, and is gauranteed to
The given command will be transmitted to the server, and is guaranteed to
not have future usercmd_t executed before it is executed
======================
*/
@ -1960,7 +1960,7 @@ void CL_Vid_Restart_f( void ) {
CL_ShutdownCGame();
// shutdown the renderer and clear the renderer interface
CL_ShutdownRef();
// client is no longer pure untill new checksums are sent
// client is no longer pure until new checksums are sent
CL_ResetPureClientAtServer();
// clear pak references
FS_ClearPakReferences( FS_UI_REF | FS_CGAME_REF );
@ -1971,7 +1971,7 @@ void CL_Vid_Restart_f( void ) {
cls.cgameStarted = qfalse;
cls.soundRegistered = qfalse;
// unpause so the cgame definately gets a snapshot and renders a frame
// unpause so the cgame definitely gets a snapshot and renders a frame
Cvar_Set("cl_paused", "0");
// initialize the renderer interface
@ -3301,7 +3301,7 @@ void CL_InitRef( void ) {
re = *ret;
// unpause so the cgame definately gets a snapshot and renders a frame
// unpause so the cgame definitely gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
}

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@ -25,7 +25,7 @@ OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
/*
** Intel/DVI ADPCM coder/decoder.
**
** The algorithm for this coder was taken from the IMA Compatability Project
** The algorithm for this coder was taken from the IMA Compatibility Project
** proceedings, Vol 2, Number 2; May 1992.
**
** Version 1.2, 18-Dec-92.

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@ -432,7 +432,7 @@ void S_SpatializeOrigin (vec3_t origin, int master_vol, int *left_vol, int *righ
const float dist_mult = SOUND_ATTENUATE;
// calculate stereo seperation and distance attenuation
// calculate stereo separation and distance attenuation
VectorSubtract(origin, listener_origin, source_vec);
dist = VectorNormalize(source_vec);

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@ -515,7 +515,7 @@ static void S_PaintChannelFrom16_scalar( channel_t *ch, const sfx_t *sc, int cou
static void S_PaintChannelFrom16( channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
// must be in a separate function or G3 systems will crash.
S_PaintChannelFrom16_altivec( ch, sc, count, sampleOffset, bufferOffset );
return;
}

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@ -329,7 +329,7 @@ int BotGetItemLongTermGoal(bot_state_t *bs, int tfl, bot_goal_t *goal) {
==================
BotGetLongTermGoal
we could also create a seperate AI node for every long term goal type
we could also create a separate AI node for every long term goal type
however this saves us a lot of code
==================
*/

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@ -2759,7 +2759,7 @@ bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl) {
bs->flags ^= BFL_STRAFERIGHT;
bs->attackstrafe_time = 0;
}
//bot couldn't do any usefull movement
//bot couldn't do any useful movement
// bs->attackchase_time = AAS_Time() + 6;
return moveresult;
}
@ -4862,7 +4862,7 @@ void BotCheckEvents(bot_state_t *bs, entityState_t *state) {
else*/
#ifdef MISSIONPACK
if (!strcmp(buf, "sound/items/kamikazerespawn.wav" )) {
//the kamikaze respawned so dont avoid it
//the kamikaze respawned so don't avoid it
BotDontAvoid(bs, "Kamikaze");
}
else

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@ -136,7 +136,7 @@ int BotPopFromActivateGoalStack(bot_state_t *bs);
void BotClearActivateGoalStack(bot_state_t *bs);
//returns the team the bot is in
int BotTeam(bot_state_t *bs);
//retuns the opposite team of the bot
//returns the opposite team of the bot
int BotOppositeTeam(bot_state_t *bs);
//returns the flag the bot is carrying (CTFFLAG_?)
int BotCTFCarryingFlag(bot_state_t *bs);

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@ -1260,7 +1260,7 @@ int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean resta
if (restart) {
BotReadSessionData(bs);
}
//bot has been setup succesfully
//bot has been setup successfully
return qtrue;
}

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@ -1016,7 +1016,7 @@ void Bot1FCTFOrders_FlagAtCenter(bot_state_t *bs) {
}
}
}
else { //agressive
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
@ -1202,7 +1202,7 @@ void Bot1FCTFOrders_TeamHasFlag(bot_state_t *bs) {
}
}
}
else { //agressive
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
@ -1366,7 +1366,7 @@ void Bot1FCTFOrders_EnemyHasFlag(bot_state_t *bs) {
}
}
}
else { //agressive
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
@ -1513,7 +1513,7 @@ void Bot1FCTFOrders_EnemyDroppedFlag(bot_state_t *bs) {
}
}
}
else { //agressive
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;

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@ -1376,7 +1376,7 @@ double fabs( double x ) {
* probably requires libm on most operating systems. Don't yet
* support the exponent (e,E) and sigfig (g,G). Also, fmtint()
* was pretty badly broken, it just wasn't being exercised in ways
* which showed it, so that's been fixed. Also, formated the code
* which showed it, so that's been fixed. Also, formatted the code
* to mutt conventions, and removed dead code left over from the
* original. Also, there is now a builtin-test, just compile with:
* gcc -DTEST_SNPRINTF -o snprintf snprintf.c -lm

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@ -899,7 +899,7 @@ static void PM_NoclipMove( void ) {
================
PM_FootstepForSurface
Returns an event number apropriate for the groundsurface
Returns an event number appropriate for the groundsurface
================
*/
static int PM_FootstepForSurface( void ) {
@ -1402,7 +1402,7 @@ static void PM_Footsteps( void ) {
old = pm->ps->bobCycle;
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an apropriate footstep event
// if we just crossed a cycle boundary, play an appropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) {
if ( pm->waterlevel == 0 ) {
// on ground will only play sounds if running

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@ -210,7 +210,7 @@ typedef enum {
STAT_ARMOR,
STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
STAT_MAX_HEALTH // health / armor limit, changable by handicap
STAT_MAX_HEALTH // health / armor limit, changeable by handicap
} statIndex_t;

View file

@ -69,7 +69,7 @@ void P_DamageFeedback( gentity_t *player ) {
client->ps.damageYaw = angles[YAW]/360.0 * 256;
}
// play an apropriate pain sound
// play an appropriate pain sound
if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
player->pain_debounce_time = level.time + 700;
G_AddEvent( player, EV_PAIN, player->health );
@ -279,7 +279,7 @@ void G_TouchTriggers( gentity_t *ent ) {
}
}
// use seperate code for determining if an item is picked up
// use separate code for determining if an item is picked up
// so you don't have to actually contact its bounding box
if ( hit->s.eType == ET_ITEM ) {
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {

View file

@ -48,7 +48,7 @@ void SP_info_player_deathmatch( gentity_t *ent ) {
}
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
equivelant to info_player_deathmatch
equivalent to info_player_deathmatch
*/
void SP_info_player_start(gentity_t *ent) {
ent->classname = "info_player_deathmatch";
@ -377,7 +377,7 @@ void InitBodyQue (void) {
=============
BodySink
After sitting around for five seconds, fall into the ground and dissapear
After sitting around for five seconds, fall into the ground and disappear
=============
*/
void BodySink( gentity_t *ent ) {
@ -954,7 +954,7 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
}
G_ReadSessionData( client );
// get and distribute relevent paramters
// get and distribute relevant parameters
G_LogPrintf( "ClientConnect: %i\n", clientNum );
ClientUserinfoChanged( clientNum );

View file

@ -639,7 +639,7 @@ void SetTeam( gentity_t *ent, const char *s ) {
BroadcastTeamChange( client, oldTeam );
// get and distribute relevent paramters
// get and distribute relevant parameters
ClientUserinfoChanged( clientNum );
// client hasn't spawned yet, they sent an early team command, teampref userinfo, or g_teamAutoJoin is enabled
@ -921,7 +921,7 @@ void G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText )
G_Printf( "%s%s\n", name, text);
}
// send it to all the apropriate clients
// send it to all the appropriate clients
for (j = 0; j < level.maxclients; j++) {
other = &g_entities[j];
G_SayTo( ent, other, mode, color, name, text );
@ -1062,7 +1062,7 @@ void G_Voice( gentity_t *ent, gentity_t *target, int mode, const char *id, qbool
G_Printf( "voice: %s %s\n", ent->client->pers.netname, id);
}
// send it to all the apropriate clients
// send it to all the appropriate clients
for (j = 0; j < level.maxclients; j++) {
other = &g_entities[j];
G_VoiceTo( ent, other, mode, id, voiceonly );

View file

@ -32,7 +32,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Respawnable items don't actually go away when picked up, they are
just made invisible and untouchable. This allows them to ride
movers and respawn apropriately.
movers and respawn appropriately.
*/

View file

@ -145,7 +145,7 @@ void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace
}
}
// ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
// ok, now check for ability to damage so we don't get triggered through walls, closed doors, etc...
if( !CanDamage( other, trigger->s.pos.trBase ) ) {
return;
}

View file

@ -180,7 +180,7 @@ qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, v
}
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
// this is only relevant for riding entities, not pushed
// Sliding trapdoors can cause this.
VectorCopy( (pushed_p-1)->origin, check->s.pos.trBase);
if ( check->client ) {
@ -424,7 +424,7 @@ void G_MoverTeam( gentity_t *ent ) {
obstacle = NULL;
// make sure all team slaves can move before commiting
// make sure all team slaves can move before committing
// any moves or calling any think functions
// if the move is blocked, all moved objects will be backed out
pushed_p = pushed;
@ -718,7 +718,7 @@ void InitMover( gentity_t *ent ) {
qboolean lightSet, colorSet;
char *sound;
// if the "model2" key is set, use a seperate model
// if the "model2" key is set, use a separate model
// for drawing, but clip against the brushes
if ( ent->model2 ) {
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
@ -1279,7 +1279,7 @@ void Reached_Train( gentity_t *ent ) {
vec3_t move;
float length;
// copy the apropriate values
// copy the appropriate values
next = ent->nextTrain;
if ( !next || !next->nextTrain ) {
return; // just stop

View file

@ -391,7 +391,7 @@ void G_ParseField( const char *key, const char *value, gentity_t *ent ) {
G_SpawnGEntityFromSpawnVars
Spawn an entity and fill in all of the level fields from
level.spawnVars[], then call the class specfic spawn function
level.spawnVars[], then call the class specific spawn function
===================
*/
void G_SpawnGEntityFromSpawnVars( void ) {

View file

@ -102,7 +102,7 @@ void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator )
}
void SP_target_delay( gentity_t *ent ) {
// check delay for backwards compatability
// check delay for backwards compatibility
if ( !G_SpawnFloat( "delay", "0", &ent->wait ) ) {
G_SpawnFloat( "wait", "1", &ent->wait );
}

View file

@ -336,7 +336,7 @@ Any entity that touches this will be hurt.
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state.
SILENT supresses playing the sound
SILENT suppresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage

View file

@ -918,7 +918,7 @@ static void KamikazeRadiusDamage( vec3_t origin, gentity_t *attacker, float dama
continue;
}
// dont hit things we have already hit
// don't hit things we have already hit
if( ent->kamikazeTime > level.time ) {
continue;
}
@ -978,7 +978,7 @@ static void KamikazeShockWave( vec3_t origin, gentity_t *attacker, float damage,
for ( e = 0 ; e < numListedEntities ; e++ ) {
ent = &g_entities[entityList[ e ]];
// dont hit things we have already hit
// don't hit things we have already hit
if( ent->kamikazeShockTime > level.time ) {
continue;
}

View file

@ -803,7 +803,7 @@ static void NeedCDKeyAction( qboolean result ) {
void UI_SetActiveMenu( uiMenuCommand_t menu ) {
// this should be the ONLY way the menu system is brought up
// enusure minumum menu data is cached
// ensure minimum menu data is cached
Menu_Cache();
switch ( menu ) {

View file

@ -221,7 +221,7 @@ typedef struct
int width;
int height;
int columns;
int seperation;
int separation;
} menulist_s;
typedef struct

View file

@ -339,14 +339,14 @@ static void PlayerModel_PicEvent( void* ptr, int event )
Q_strncpyz(s_playermodel.modelskin,buffptr,pdest-buffptr+1);
strcat(s_playermodel.modelskin,pdest + 5);
// seperate the model name
// separate the model name
maxlen = pdest-buffptr;
if (maxlen > 16)
maxlen = 16;
Q_strncpyz( s_playermodel.modelname.string, buffptr, maxlen );
Q_strupr( s_playermodel.modelname.string );
// seperate the skin name
// separate the skin name
maxlen = strlen(pdest+5)+1;
if (maxlen > 16)
maxlen = 16;
@ -494,14 +494,14 @@ static void PlayerModel_SetMenuItems( void )
s_playermodel.selectedmodel = i;
s_playermodel.modelpage = i/MAX_MODELSPERPAGE;
// seperate the model name
// separate the model name
maxlen = pdest-buffptr;
if (maxlen > 16)
maxlen = 16;
Q_strncpyz( s_playermodel.modelname.string, buffptr, maxlen );
Q_strupr( s_playermodel.modelname.string );
// seperate the skin name
// separate the skin name
maxlen = strlen(pdest+5)+1;
if (maxlen > 16)
maxlen = 16;

View file

@ -881,13 +881,13 @@ static void ScrollList_Init( menulist_s *l )
if( !l->columns ) {
l->columns = 1;
l->seperation = 0;
l->separation = 0;
}
else if( !l->seperation ) {
l->seperation = 3;
else if( !l->separation ) {
l->separation = 3;
}
w = ( (l->width + l->seperation) * l->columns - l->seperation) * SMALLCHAR_WIDTH;
w = ( (l->width + l->separation) * l->columns - l->separation) * SMALLCHAR_WIDTH;
l->generic.left = l->generic.x;
l->generic.top = l->generic.y;
@ -926,14 +926,14 @@ sfxHandle_t ScrollList_Key( menulist_s *l, int key )
// check scroll region
x = l->generic.x;
y = l->generic.y;
w = ( (l->width + l->seperation) * l->columns - l->seperation) * SMALLCHAR_WIDTH;
w = ( (l->width + l->separation) * l->columns - l->separation) * SMALLCHAR_WIDTH;
if( l->generic.flags & QMF_CENTER_JUSTIFY ) {
x -= w / 2;
}
if (UI_CursorInRect( x, y, w, l->height*SMALLCHAR_HEIGHT ))
{
cursorx = (uis.cursorx - x)/SMALLCHAR_WIDTH;
column = cursorx / (l->width + l->seperation);
column = cursorx / (l->width + l->separation);
cursory = (uis.cursory - y)/SMALLCHAR_HEIGHT;
index = column * l->height + cursory;
if (l->top + index < l->numitems)
@ -1285,7 +1285,7 @@ void ScrollList_Draw( menulist_s *l )
y += SMALLCHAR_HEIGHT;
}
x += (l->width + l->seperation) * SMALLCHAR_WIDTH;
x += (l->width + l->separation) * SMALLCHAR_WIDTH;
}
}

View file

@ -1105,7 +1105,7 @@ static void CM_PatchCollideFromGrid( cGrid_t *grid, patchCollide_t *pf ) {
numFacets++;
}
} else {
// two seperate triangles
// two separate triangles
facet->surfacePlane = gridPlanes[i][j][0];
facet->numBorders = 3;
facet->borderPlanes[0] = borders[EN_TOP];
@ -1214,7 +1214,7 @@ struct patchCollide_s *CM_GeneratePatchCollide( int width, int height, vec3_t *p
CM_RemoveDegenerateColumns( &grid );
// we now have a grid of points exactly on the curve
// the aproximate surface defined by these points will be
// the approximate surface defined by these points will be
// collided against
pf = Hunk_Alloc( sizeof( *pf ), h_high );
ClearBounds( pf->bounds[0], pf->bounds[1] );
@ -1369,7 +1369,7 @@ int CM_CheckFacetPlane(float *plane, vec3_t start, vec3_t end, float *enterFrac,
return qfalse;
}
// if it doesn't cross the plane, the plane isn't relevent
// if it doesn't cross the plane, the plane isn't relevant
if (d1 <= 0 && d2 <= 0 ) {
return qtrue;
}
@ -1433,7 +1433,7 @@ void CM_TraceThroughPatchCollide( traceWork_t *tw, const struct patchCollide_s *
VectorCopy(planes->plane, plane);
plane[3] = planes->plane[3];
if ( tw->sphere.use ) {
// adjust the plane distance apropriately for radius
// adjust the plane distance appropriately for radius
plane[3] += tw->sphere.radius;
// find the closest point on the capsule to the plane
@ -1472,7 +1472,7 @@ void CM_TraceThroughPatchCollide( traceWork_t *tw, const struct patchCollide_s *
plane[3] = planes->plane[3];
}
if ( tw->sphere.use ) {
// adjust the plane distance apropriately for radius
// adjust the plane distance appropriately for radius
plane[3] += tw->sphere.radius;
// find the closest point on the capsule to the plane
@ -1561,7 +1561,7 @@ qboolean CM_PositionTestInPatchCollide( traceWork_t *tw, const struct patchColli
VectorCopy(planes->plane, plane);
plane[3] = planes->plane[3];
if ( tw->sphere.use ) {
// adjust the plane distance apropriately for radius
// adjust the plane distance appropriately for radius
plane[3] += tw->sphere.radius;
// find the closest point on the capsule to the plane
@ -1594,7 +1594,7 @@ qboolean CM_PositionTestInPatchCollide( traceWork_t *tw, const struct patchColli
plane[3] = planes->plane[3];
}
if ( tw->sphere.use ) {
// adjust the plane distance apropriately for radius
// adjust the plane distance appropriately for radius
plane[3] += tw->sphere.radius;
// find the closest point on the capsule to the plane

View file

@ -353,7 +353,7 @@ void ClipWindingEpsilon (winding_t *in, vec3_t normal, vec_t dist,
return;
}
maxpts = in->numpoints+4; // cant use counts[0]+2 because
maxpts = in->numpoints+4; // can't use counts[0]+2 because
// of fp grouping errors
*front = f = AllocWinding (maxpts);
@ -462,7 +462,7 @@ void ChopWindingInPlace (winding_t **inout, vec3_t normal, vec_t dist, vec_t eps
if (!counts[1])
return; // inout stays the same
maxpts = in->numpoints+4; // cant use counts[0]+2 because
maxpts = in->numpoints+4; // can't use counts[0]+2 because
// of fp grouping errors
f = AllocWinding (maxpts);
@ -574,7 +574,7 @@ void CheckWinding (winding_t *w)
if (d < -ON_EPSILON || d > ON_EPSILON)
Com_Error (ERR_DROP, "CheckWinding: point off plane");
// check the edge isnt degenerate
// check the edge isn't degenerate
p2 = w->p[j];
VectorSubtract (p2, p1, dir);

View file

@ -189,7 +189,7 @@ void CM_TestBoxInBrush( traceWork_t *tw, cbrush_t *brush ) {
side = brush->sides + i;
plane = side->plane;
// adjust the plane distance apropriately for radius
// adjust the plane distance appropriately for radius
dist = plane->dist + tw->sphere.radius;
// find the closest point on the capsule to the plane
t = DotProduct( plane->normal, tw->sphere.offset );
@ -214,7 +214,7 @@ void CM_TestBoxInBrush( traceWork_t *tw, cbrush_t *brush ) {
side = brush->sides + i;
plane = side->plane;
// adjust the plane distance apropriately for mins/maxs
// adjust the plane distance appropriately for mins/maxs
dist = plane->dist - DotProduct( tw->offsets[ plane->signbits ], plane->normal );
d1 = DotProduct( tw->start, plane->normal ) - dist;
@ -517,7 +517,7 @@ void CM_TraceThroughBrush( traceWork_t *tw, cbrush_t *brush ) {
side = brush->sides + i;
plane = side->plane;
// adjust the plane distance apropriately for radius
// adjust the plane distance appropriately for radius
dist = plane->dist + tw->sphere.radius;
// find the closest point on the capsule to the plane
@ -548,7 +548,7 @@ void CM_TraceThroughBrush( traceWork_t *tw, cbrush_t *brush ) {
return;
}
// if it doesn't cross the plane, the plane isn't relevent
// if it doesn't cross the plane, the plane isn't relevant
if (d1 <= 0 && d2 <= 0 ) {
continue;
}
@ -584,7 +584,7 @@ void CM_TraceThroughBrush( traceWork_t *tw, cbrush_t *brush ) {
side = brush->sides + i;
plane = side->plane;
// adjust the plane distance apropriately for mins/maxs
// adjust the plane distance appropriately for mins/maxs
dist = plane->dist - DotProduct( tw->offsets[ plane->signbits ], plane->normal );
d1 = DotProduct( tw->start, plane->normal ) - dist;
@ -602,7 +602,7 @@ void CM_TraceThroughBrush( traceWork_t *tw, cbrush_t *brush ) {
return;
}
// if it doesn't cross the plane, the plane isn't relevent
// if it doesn't cross the plane, the plane isn't relevant
if (d1 <= 0 && d2 <= 0 ) {
continue;
}
@ -1059,7 +1059,7 @@ void CM_TraceThroughTree( traceWork_t *tw, int num, float p1f, float p2f, vec3_t
node = cm.nodes + num;
plane = node->plane;
// adjust the plane distance apropriately for mins/maxs
// adjust the plane distance appropriately for mins/maxs
if ( plane->type < 3 ) {
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
@ -1204,7 +1204,7 @@ void CM_Trace( trace_t *results, const vec3_t start, const vec3_t end, vec3_t mi
tw.maxOffset = tw.size[1][0] + tw.size[1][1] + tw.size[1][2];
// tw.offsets[signbits] = vector to apropriate corner from origin
// tw.offsets[signbits] = vector to appropriate corner from origin
tw.offsets[0][0] = tw.size[0][0];
tw.offsets[0][1] = tw.size[0][1];
tw.offsets[0][2] = tw.size[0][2];

View file

@ -489,8 +489,8 @@ void Cmd_Args_Sanitize(void)
Cmd_TokenizeString
Parses the given string into command line tokens.
The text is copied to a seperate buffer and 0 characters
are inserted in the apropriate place, The argv array
The text is copied to a separate buffer and 0 characters
are inserted in the appropriate place, The argv array
will point into this temporary buffer.
============
*/

View file

@ -46,7 +46,7 @@ int demo_protocols[] =
int com_argc;
char *com_argv[MAX_NUM_ARGVS+1];
jmp_buf abortframe; // an ERR_DROP occured, exit the entire frame
jmp_buf abortframe; // an ERR_DROP occurred, exit the entire frame
FILE *debuglogfile;
@ -158,7 +158,7 @@ void Com_EndRedirect (void)
Com_Printf
Both client and server can use this, and it will output
to the apropriate place.
to the appropriate place.
A raw string should NEVER be passed as fmt, because of "%f" type crashers.
=============
@ -370,7 +370,7 @@ void QDECL Com_Error( int code, const char *fmt, ... ) {
Com_Quit_f
Both client and server can use this, and it will
do the apropriate things.
do the appropriate things.
=============
*/
void Com_Quit_f( void ) {
@ -398,7 +398,7 @@ void Com_Quit_f( void ) {
COMMAND LINE FUNCTIONS
+ characters seperate the commandLine string into multiple console
+ characters separate the commandLine string into multiple console
command lines.
All of these are valid:
@ -507,7 +507,7 @@ void Com_StartupVariable( const char *match ) {
Com_AddStartupCommands
Adds command line parameters as script statements
Commands are seperated by + signs
Commands are separated by + signs
Returns qtrue if any late commands were added, which
will keep the demoloop from immediately starting
@ -1209,7 +1209,7 @@ char *CopyString( const char *in ) {
==============================================================================
Goals:
reproducable without history effects -- no out of memory errors on weird map to map changes
reproducible without history effects -- no out of memory errors on weird map to map changes
allow restarting of the client without fragmentation
minimize total pages in use at run time
minimize total pages needed during load time

View file

@ -88,7 +88,7 @@ File search order: when FS_FOpenFileRead gets called it will go through the fs_s
structure and stop on the first successful hit. fs_searchpaths is built with successive
calls to FS_AddGameDirectory
Additionaly, we search in several subdirectories:
Additionally, we search in several subdirectories:
current game is the current mode
base game is a variable to allow mods based on other mods
(such as baseq3 + missionpack content combination in a mod for instance)
@ -1420,7 +1420,7 @@ long FS_FOpenFileRead(const char *filename, fileHandle_t *file, qboolean uniqueF
}
else
{
// When file is NULL, we're querying the existance of the file
// When file is NULL, we're querying the existence of the file
// If we've got here, it doesn't exist
return 0;
}
@ -3931,7 +3931,7 @@ void FS_PureServerSetReferencedPaks( const char *pakSums, const char *pakNames )
================
FS_InitFilesystem
Called only at inital startup, not when the filesystem
Called only at initial startup, not when the filesystem
is resetting due to a game change
================
*/

View file

@ -264,7 +264,7 @@ typedef int clipHandle_t;
#define MAX_SAY_TEXT 150
// paramters for command buffer stuffing
// parameters for command buffer stuffing
typedef enum {
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
// because some commands might cause the VM to be unloaded...
@ -1221,7 +1221,7 @@ typedef struct playerState_s {
#define BUTTON_TALK 2 // displays talk balloon and disables actions
#define BUTTON_USE_HOLDABLE 4
#define BUTTON_GESTURE 8
#define BUTTON_WALKING 16 // walking can't just be infered from MOVE_RUN
#define BUTTON_WALKING 16 // walking can't just be inferred from MOVE_RUN
// because a key pressed late in the frame will
// only generate a small move value for that frame
// walking will use different animations and

View file

@ -669,7 +669,7 @@ long FS_ReadFileDir(const char *qpath, void *searchPath, qboolean unpure, void *
long FS_ReadFile(const char *qpath, void **buffer);
// returns the length of the file
// a null buffer will just return the file length without loading
// as a quick check for existance. -1 length == not present
// as a quick check for existence. -1 length == not present
// A 0 byte will always be appended at the end, so string ops are safe.
// the buffer should be considered read-only, because it may be cached
// for other uses.

View file

@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
//
// This file must be identical in the quake and utils directories
// contents flags are seperate bits
// contents flags are separate bits
// a given brush can contribute multiple content bits
// these definitions also need to be in q_shared.h!

View file

@ -151,7 +151,7 @@ typedef struct
/* ===========================================================================
Read a byte from a gz_stream; update next_in and avail_in. Return EOF
for end of file.
IN assertion: the stream s has been sucessfully opened for reading.
IN assertion: the stream s has been successfully opened for reading.
*/
@ -290,8 +290,8 @@ local int strcmpcasenosensitive_internal (fileName1,fileName2)
/*
Compare two filename (fileName1,fileName2).
If iCaseSenisivity = 1, comparision is case sensitivity (like strcmp)
If iCaseSenisivity = 2, comparision is not case sensitivity (like strcmpi
If iCaseSenisivity = 1, comparison is case sensitivity (like strcmp)
If iCaseSenisivity = 2, comparison is not case sensitivity (like strcmpi
or strcasecmp)
If iCaseSenisivity = 0, case sensitivity is defaut of your operating system
(like 1 on Unix, 2 on Windows)

View file

@ -125,8 +125,8 @@ extern int ZEXPORT unzStringFileNameCompare OF ((const char* fileName1,
int iCaseSensitivity));
/*
Compare two filename (fileName1,fileName2).
If iCaseSenisivity = 1, comparision is case sensitivity (like strcmp)
If iCaseSenisivity = 2, comparision is not case sensitivity (like strcmpi
If iCaseSenisivity = 1, comparison is case sensitivity (like strcmp)
If iCaseSenisivity = 2, comparison is not case sensitivity (like strcmpi
or strcasecmp)
If iCaseSenisivity = 0, case sensitivity is defaut of your operating system
(like 1 on Unix, 2 on Windows)

View file

@ -401,7 +401,7 @@ struct symbolic_jump {
// extensions / modifiers (branch-link)
unsigned long ext;
// dest_instruction refering to this jump
// dest_instruction referring to this jump
dest_instruction_t *parent;
// next jump
@ -656,7 +656,7 @@ PPC_MakeFastMask( int mask )
* function local registers,
*
* normally only volatile registers are used, but if there aren't enough
* or function has to preserve some value while calling annother one
* or function has to preserve some value while calling another one
* then caller safe registers are used as well
*/
static const long int gpr_list[] = {

View file

@ -571,7 +571,7 @@ static uint32_t DecompressIDATs(struct BufferedFile *BF, uint8_t **Buffer)
{
/*
* Rewind to the start of this adventure
* and return unsuccessfull
* and return unsuccessful
*/
BufferedFileRewind(BF, BytesToRewind);
@ -754,7 +754,7 @@ static uint32_t DecompressIDATs(struct BufferedFile *BF, uint8_t **Buffer)
ri.Free(CompressedData);
/*
* Check if the last puff() was successfull.
* Check if the last puff() was successful.
*/
if(!((puffResult == 0) && (puffDestLen > 0)))

View file

@ -151,7 +151,7 @@ typedef struct {
void (*CM_DrawDebugSurface)( void (*drawPoly)(int color, int numPoints, float *points) );
// a -1 return means the file does not exist
// NULL can be passed for buf to just determine existance
// NULL can be passed for buf to just determine existence
int (*FS_FileIsInPAK)( const char *name, int *pCheckSum );
long (*FS_ReadFile)( const char *name, void **buf );
void (*FS_FreeFile)( void *buf );

View file

@ -173,7 +173,7 @@ typedef enum {
} glDriverType_t;
typedef enum {
GLHW_GENERIC, // where everthing works the way it should
GLHW_GENERIC, // where everything works the way it should
GLHW_3DFX_2D3D, // Voodoo Banshee or Voodoo3, relevant since if this is
// the hardware type then there can NOT exist a secondary
// display adapter

View file

@ -541,7 +541,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
//
// change the tess parameters if needed
// a "entityMergable" shader is a shader that can have surfaces from seperate
// a "entityMergable" shader is a shader that can have surfaces from separate
// entities merged into a single batch, like smoke and blood puff sprites
if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
@ -742,7 +742,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
RB_EndSurface();
}
// we definately want to sync every frame for the cinematics
// we definitely want to sync every frame for the cinematics
qglFinish();
start = 0;

View file

@ -1428,7 +1428,7 @@ static void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) {
out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces);
}
// chain decendants
// chain descendants
R_SetParent (s_worldData.nodes, NULL);
}

View file

@ -941,7 +941,7 @@ static int numImageLoaders = ARRAY_LEN( imageLoaders );
=================
R_LoadImage
Loads any of the supported image types into a cannonical
Loads any of the supported image types into a canonical
32 bit format.
=================
*/
@ -1400,7 +1400,7 @@ SKINS
CommaParse
This is unfortunate, but the skin files aren't
compatable with our normal parsing rules.
compatible with our normal parsing rules.
==================
*/
static char *CommaParse( char **data_p ) {

View file

@ -134,7 +134,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
float totalFactor;
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// seperate lightOrigins are needed so an object that is
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );
@ -304,7 +304,7 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
// trace a sample point down to find ambient light
//
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// seperate lightOrigins are needed so an object that is
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );

View file

@ -840,7 +840,7 @@ typedef struct {
int msec; // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is seperated
// all state modified by the back end is separated
// from the front end state
typedef struct {
trRefdef_t refdef;
@ -981,7 +981,7 @@ extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measuremen
extern cvar_t *r_lodbias; // push/pull LOD transitions
extern cvar_t *r_lodscale;
extern cvar_t *r_primitives; // "0" = based on compiled vertex array existance
extern cvar_t *r_primitives; // "0" = based on compiled vertex array existence
// "1" = glDrawElemet tristrips
// "2" = glDrawElements triangles
// "-1" = no drawing

View file

@ -448,7 +448,7 @@ static void ProjectDlightTexture_altivec( void ) {
dlight_t *dl;
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
continue; // this surface definately doesn't have any of this light
continue; // this surface definitely doesn't have any of this light
}
texCoords = texCoordsArray[0];
colors = colorArray[0];
@ -613,7 +613,7 @@ static void ProjectDlightTexture_scalar( void ) {
dlight_t *dl;
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
continue; // this surface definately doesn't have any of this light
continue; // this surface definitely doesn't have any of this light
}
texCoords = texCoordsArray[0];
colors = colorArray[0];
@ -745,7 +745,7 @@ static void ProjectDlightTexture_scalar( void ) {
static void ProjectDlightTexture( void ) {
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
// must be in a separate function or G3 systems will crash.
ProjectDlightTexture_altivec();
return;
}

View file

@ -345,7 +345,7 @@ static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
=====================
AutospriteDeform
Assuming all the triangles for this shader are independant
Assuming all the triangles for this shader are independent
quads, rebuild them as forward facing sprites
=====================
*/
@ -1206,7 +1206,7 @@ void RB_CalcDiffuseColor( unsigned char *colors )
{
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
// must be in a separate function or G3 systems will crash.
RB_CalcDiffuseColor_altivec( colors );
return;
}

View file

@ -2088,7 +2088,7 @@ static shader_t *GeneratePermanentShader( void ) {
VertexLightingCollapse
If vertex lighting is enabled, only render a single
pass, trying to guess which is the correct one to best aproximate
pass, trying to guess which is the correct one to best approximate
what it is supposed to look like.
=================
*/
@ -2493,18 +2493,18 @@ be defined for every single image used in the game, three default
shader behaviors can be auto-created for any image:
If lightmapIndex == LIGHTMAP_NONE, then the image will have
dynamic diffuse lighting applied to it, as apropriate for most
dynamic diffuse lighting applied to it, as appropriate for most
entity skin surfaces.
If lightmapIndex == LIGHTMAP_2D, then the image will be used
for 2D rendering unless an explicit shader is found
If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
the vertex rgba modulate values, as apropriate for misc_model
the vertex rgba modulate values, as appropriate for misc_model
pre-lit surfaces.
Other lightmapIndex values will have a lightmap stage created
and src*dest blending applied with the texture, as apropriate for
and src*dest blending applied with the texture, as appropriate for
most world construction surfaces.
===============
@ -2551,7 +2551,7 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
InitShader( strippedName, lightmapIndex );
// FIXME: set these "need" values apropriately
// FIXME: set these "need" values appropriately
shader.needsNormal = qtrue;
shader.needsST1 = qtrue;
shader.needsST2 = qtrue;
@ -2689,7 +2689,7 @@ qhandle_t RE_RegisterShaderFromImage(const char *name, int lightmapIndex, image_
InitShader( name, lightmapIndex );
// FIXME: set these "need" values apropriately
// FIXME: set these "need" values appropriately
shader.needsNormal = qtrue;
shader.needsST1 = qtrue;
shader.needsST2 = qtrue;

View file

@ -569,7 +569,7 @@ static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
// runs *much* faster than calling sqrt(). We'll use a single Newton-Raphson
// refinement step to get a little more precision. This seems to yeild results
// refinement step to get a little more precision. This seems to yield results
// that are correct to 3 decimal places and usually correct to at least 4 (sometimes 5).
// (That is, for the given input range of about 0.6 to 2.0).
do {
@ -844,7 +844,7 @@ static void LerpMeshVertexes(md3Surface_t *surf, float backlerp)
{
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
// must be in a separate function or G3 systems will crash.
LerpMeshVertexes_altivec( surf, backlerp );
return;
}

View file

@ -471,7 +471,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
//
// change the tess parameters if needed
// a "entityMergable" shader is a shader that can have surfaces from seperate
// a "entityMergable" shader is a shader that can have surfaces from separate
// entities merged into a single batch, like smoke and blood puff sprites
if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex
|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
@ -689,7 +689,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
RB_EndSurface();
}
// we definately want to sync every frame for the cinematics
// we definitely want to sync every frame for the cinematics
qglFinish();
start = 0;

View file

@ -1947,7 +1947,7 @@ static void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) {
out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces);
}
// chain decendants
// chain descendants
R_SetParent (s_worldData.nodes, NULL);
}

View file

@ -37,7 +37,7 @@ qboolean R_CheckFBO(const FBO_t * fbo)
if(code == GL_FRAMEBUFFER_COMPLETE)
return qtrue;
// an error occured
// an error occurred
switch (code)
{
case GL_FRAMEBUFFER_UNSUPPORTED:

View file

@ -2286,7 +2286,7 @@ static int numImageLoaders = ARRAY_LEN( imageLoaders );
=================
R_LoadImage
Loads any of the supported image types into a cannonical
Loads any of the supported image types into a canonical
32 bit format.
=================
*/
@ -2951,7 +2951,7 @@ SKINS
CommaParse
This is unfortunate, but the skin files aren't
compatable with our normal parsing rules.
compatible with our normal parsing rules.
==================
*/
static char *CommaParse( char **data_p ) {

View file

@ -138,7 +138,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent, world_t *world ) {
float totalFactor;
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// seperate lightOrigins are needed so an object that is
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );
@ -335,7 +335,7 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
// trace a sample point down to find ambient light
//
if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) {
// seperate lightOrigins are needed so an object that is
// separate lightOrigins are needed so an object that is
// sinking into the ground can still be lit, and so
// multi-part models can be lit identically
VectorCopy( ent->e.lightingOrigin, lightOrigin );

View file

@ -1392,7 +1392,7 @@ typedef struct {
int msec; // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is seperated
// all state modified by the back end is separated
// from the front end state
typedef struct {
trRefdef_t refdef;

View file

@ -341,7 +341,7 @@ static void ProjectDlightTexture( void ) {
vec4_t vector;
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
continue; // this surface definately doesn't have any of this light
continue; // this surface definitely doesn't have any of this light
}
dl = &backEnd.refdef.dlights[l];
@ -672,7 +672,7 @@ static void ForwardDlight( void ) {
vec4_t texOffTurb;
if ( !( tess.dlightBits & ( 1 << l ) ) ) {
continue; // this surface definately doesn't have any of this light
continue; // this surface definitely doesn't have any of this light
}
dl = &backEnd.refdef.dlights[l];
@ -836,7 +836,7 @@ static void ProjectPshadowVBOGLSL( void ) {
vec4_t vector;
if ( !( tess.pshadowBits & ( 1 << l ) ) ) {
continue; // this surface definately doesn't have any of this shadow
continue; // this surface definitely doesn't have any of this shadow
}
ps = &backEnd.refdef.pshadows[l];

View file

@ -350,7 +350,7 @@ static void GlobalVectorToLocal( const vec3_t in, vec3_t out ) {
=====================
AutospriteDeform
Assuming all the triangles for this shader are independant
Assuming all the triangles for this shader are independent
quads, rebuild them as forward facing sprites
=====================
*/

View file

@ -2794,7 +2794,7 @@ static shader_t *GeneratePermanentShader( void ) {
VertexLightingCollapse
If vertex lighting is enabled, only render a single
pass, trying to guess which is the correct one to best aproximate
pass, trying to guess which is the correct one to best approximate
what it is supposed to look like.
=================
*/
@ -3214,18 +3214,18 @@ be defined for every single image used in the game, three default
shader behaviors can be auto-created for any image:
If lightmapIndex == LIGHTMAP_NONE, then the image will have
dynamic diffuse lighting applied to it, as apropriate for most
dynamic diffuse lighting applied to it, as appropriate for most
entity skin surfaces.
If lightmapIndex == LIGHTMAP_2D, then the image will be used
for 2D rendering unless an explicit shader is found
If lightmapIndex == LIGHTMAP_BY_VERTEX, then the image will use
the vertex rgba modulate values, as apropriate for misc_model
the vertex rgba modulate values, as appropriate for misc_model
pre-lit surfaces.
Other lightmapIndex values will have a lightmap stage created
and src*dest blending applied with the texture, as apropriate for
and src*dest blending applied with the texture, as appropriate for
most world construction surfaces.
===============

View file

@ -135,9 +135,9 @@ typedef struct client_s {
char userinfo[MAX_INFO_STRING]; // name, etc
char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet
int reliableSequence; // last added reliable message, not necessarily sent or acknowledged yet
int reliableAcknowledge; // last acknowledged reliable message
int reliableSent; // last sent reliable message, not necesarily acknowledged yet
int reliableSent; // last sent reliable message, not necessarily acknowledged yet
int messageAcknowledge;
int gamestateMessageNum; // netchan->outgoingSequence of gamestate

View file

@ -128,7 +128,7 @@ void SV_SetConfigstring (int index, const char *val) {
// spawning a new server
if ( sv.state == SS_GAME || sv.restarting ) {
// send the data to all relevent clients
// send the data to all relevant clients
for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
if ( client->state < CS_ACTIVE ) {
if ( client->state == CS_PRIMED )
@ -376,7 +376,7 @@ static void SV_ClearServer(void) {
================
SV_TouchCGame
touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
touch the cgame.vm so that a pure client can load it if it's in a separate pk3
================
*/
static void SV_TouchCGame(void) {
@ -575,7 +575,7 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
Cvar_Set( "sv_pakNames", p );
// if a dedicated pure server we need to touch the cgame because it could be in a
// seperate pk3 file and the client will need to load the latest cgame.qvm
// separate pk3 file and the client will need to load the latest cgame.qvm
if ( com_dedicated->integer ) {
SV_TouchCGame();
}

View file

@ -209,7 +209,7 @@ void QDECL SV_SendServerCommand(client_t *cl, const char *fmt, ...) {
Com_Printf ("broadcast: %s\n", SV_ExpandNewlines((char *)message) );
}
// send the data to all relevent clients
// send the data to all relevant clients
for (j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++) {
SV_AddServerCommand( client, (char *)message );
}

View file

@ -87,7 +87,7 @@ static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to,
if ( newnum == oldnum ) {
// delta update from old position
// because the force parm is qfalse, this will not result
// in any bytes being emited if the entity has not changed at all
// in any bytes being emitted if the entity has not changed at all
MSG_WriteDeltaEntity (msg, oldent, newent, qfalse );
oldindex++;
newindex++;

View file

@ -495,7 +495,7 @@ void Sys_FreeFileList( char **list )
==================
Sys_Sleep
Block execution for msec or until input is recieved.
Block execution for msec or until input is received.
==================
*/
void Sys_Sleep( int msec )

View file

@ -734,7 +734,7 @@ int LoadFile( const char *filename, void **bufferptr )
==============
LoadFileBlock
-
rounds up memory allocation to 4K boundry
rounds up memory allocation to 4K boundary
-
==============
*/
@ -810,7 +810,7 @@ void DefaultExtension (char *path, const char *extension)
{
char *src;
//
// if path doesnt have a .EXT, append extension
// if path doesn't have a .EXT, append extension
// (extension should include the .)
//
src = path + strlen(path) - 1;

View file

@ -59,7 +59,7 @@ typedef unsigned char byte;
#define MAX_OS_PATH 1024
#define MEM_BLOCKSIZE 4096
// the dec offsetof macro doesnt work very well...
// the dec offsetof macro doesn't work very well...
#define myoffsetof(type,identifier) ((size_t)&((type *)0)->identifier)

View file

@ -1,5 +1,5 @@
don't do any paramter conversion (double to float, etc)
don't do any parameter conversion (double to float, etc)

View file

@ -788,7 +788,7 @@ HackToSegment
BIG HACK: I want to put all 32 bit values in the data
segment so they can be byte swapped, and all char data in the lit
segment, but switch jump tables are emited in the lit segment and
segment, but switch jump tables are emitted in the lit segment and
initialized strng variables are put in the data segment.
I can change segments here, but I also need to fixup the
@ -1129,7 +1129,7 @@ STAT("BYTE");
return 0;
}
// code labels are emited as instruction counts, not byte offsets,
// code labels are emitted as instruction counts, not byte offsets,
// because the physical size of the code will change with
// different run time compilers and we want to minimize the
// size of the required translation table
@ -1564,7 +1564,7 @@ int main( int argc, char **argv ) {
if ( !strcmp( argv[i], "-o" ) ) {
if ( i == argc - 1 ) {
Error( "-o must preceed a filename" );
Error( "-o must precede a filename" );
}
/* Timbo of Tremulous pointed out -o not working; stock ID q3asm folded in the change. Yay. */
strcpy( outputFilename, argv[ i+1 ] );
@ -1574,7 +1574,7 @@ int main( int argc, char **argv ) {
if ( !strcmp( argv[i], "-f" ) ) {
if ( i == argc - 1 ) {
Error( "-f must preceed a filename" );
Error( "-f must precede a filename" );
}
ParseOptionFile( argv[ i+1 ] );
i++;

View file

@ -41,7 +41,7 @@ and insisted that pointers fit in unsigned integers (see Sec. 5.1 of <cite>A Ret
C Compiler</cite>). These assumptions simplified the compiler, and were suitable for
32-bit architectures. But on 64-bit architectures, such as the DEC ALPHA, it's natural to
have four sizes of integers and perhaps three sizes of floats, and on 16-bit
architectures, 32-bit pointers don't fit in unsigned integers. Also, the 3.x constaints
architectures, 32-bit pointers don't fit in unsigned integers. Also, the 3.x constraints
limited the use of lcc's back ends for other languages, such as Java.</p>
<p>Version 4.x removes all of these restrictions: It supports any number of sizes for

View file

@ -636,7 +636,7 @@ static void opt(char *arg) {
clist = append(&arg[3], clist);
return;
}
break; /* and fall thru */
break; /* and fall through */
case 'a':
alist = append(&arg[3], alist);
return;

View file

@ -401,7 +401,7 @@ Tree addrof(Tree p) {
Symbol t1 = q->u.sym;
q->u.sym = 0;
q = idtree(t1);
/* fall thru */
/* fall through */
}
case INDIR:
if (p == q)

View file

@ -80,7 +80,7 @@ int fatal(const char *name, const char *fmt, int n) {
return 0;
}
/* printtoken - print current token preceeded by a space */
/* printtoken - print current token preceded by a space */
static void printtoken(void) {
switch (t) {
case ID: fprint(stderr, " `%s'", token); break;

View file

@ -292,7 +292,7 @@ static void dumptree(Node p) {
dumptree(p->kids[0]);
break;
}
/* else fall thru */
/* else fall through */
case EQ: case NE: case GT: case GE: case LE: case LT:
case ASGN: case BOR: case BAND: case BXOR: case RSH: case LSH:
case ADD: case SUB: case DIV: case MUL: case MOD:

View file

@ -40,7 +40,7 @@ static int genconst(Tree e, int def) {
if (isarith(e->type))
error("cast from `%t' to `%t' is illegal in constant expressions\n",
e->kids[0]->type, e->type);
/* fall thru */
/* fall through */
case CVI: case CVU: case CVF:
e = e->kids[0];
continue;

View file

@ -86,7 +86,7 @@ static Tree root1(Tree p) {
warning("reference to `%t' elided\n", p->type);
if (isptr(p->kids[0]->type) && isvolatile(p->kids[0]->type->type))
warning("reference to `volatile %t' elided\n", p->type);
/* fall thru */
/* fall through */
case CVI: case CVF: case CVU: case CVP:
case NEG: case BCOM: case FIELD:
if (warn++ == 0)

View file

@ -258,7 +258,7 @@ typedef struct
int width;
int height;
int columns;
int seperation;
int separation;
} menulist_s;
typedef struct

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