Bunch of comment fixes

This commit is contained in:
Tequila 2014-03-13 02:20:54 +01:00
parent 0e6632f464
commit baca82d64e
17 changed files with 21 additions and 20 deletions

View file

@ -640,7 +640,7 @@ void CG_GibPlayer( vec3_t playerOrigin ) {
/*
==================
CG_LaunchGib
CG_LaunchExplode
==================
*/
void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
@ -673,7 +673,7 @@ void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
#define EXP_JUMP 150
/*
===================
CG_GibPlayer
CG_BigExplode
Generated a bunch of gibs launching out from the bodies location
===================

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@ -74,7 +74,7 @@ void CG_FreeLocalEntity( localEntity_t *le ) {
===================
CG_AllocLocalEntity
Will allways succeed, even if it requires freeing an old active entity
Will always succeed, even if it requires freeing an old active entity
===================
*/
localEntity_t *CG_AllocLocalEntity( void ) {

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@ -83,7 +83,7 @@ CLIENT INFO
======================
CG_ParseAnimationFile
Read a configuration file containing animation coutns and rates
Read a configuration file containing animation counts and rates
models/players/visor/animation.cfg, etc
======================
*/

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@ -385,7 +385,7 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
#endif
pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
reward = qtrue;
//Com_Printf("guantlet frag\n");
//Com_Printf("gauntlet frag\n");
}
if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);

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@ -269,7 +269,7 @@ static void CG_OffsetThirdPersonView( void ) {
VectorCopy( trace.endpos, view );
view[2] += (1.0 - trace.fraction) * 32;
// try another trace to this position, because a tunnel may have the ceiling
// close enogh that this is poking out
// close enough that this is poking out
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
VectorCopy( trace.endpos, view );

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@ -460,7 +460,7 @@ static void CG_NailTrail( centity_t *ent, const weaponInfo_t *wi ) {
/*
==========================
CG_NailTrail
CG_PlasmaTrail
==========================
*/
static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {

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@ -841,7 +841,7 @@ static void S_AL_SrcSetup(srcHandle_t src, sfxHandle_t sfx, alSrcPriority_t prio
/*
=================
S_AL_NewLoopMaster
S_AL_SaveLoopPos
Remove given source as loop master if it is the master and hand off master status to another source in this case.
=================
*/

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@ -1280,7 +1280,7 @@ int BotAIShutdownClient(int client, qboolean restart) {
}
trap_BotFreeMoveState(bs->ms);
//free the goal state`
//free the goal state
trap_BotFreeGoalState(bs->gs);
//free the chat file
trap_BotFreeChatState(bs->cs);

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@ -1790,7 +1790,7 @@ static void PM_DropTimers( void ) {
PM_UpdateViewAngles
This can be used as another entry point when only the viewangles
are being updated isntead of a full move
are being updated instead of a full move
================
*/
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {

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@ -630,7 +630,7 @@ static void ForceClientSkin( gclient_t *client, char *model, const char *skin )
/*
===========
ClientCheckName
ClientCleanName
============
*/
static void ClientCleanName(const char *in, char *out, int outSize)

View file

@ -476,7 +476,7 @@ void Cmd_Kill_f( gentity_t *ent ) {
/*
=================
BroadCastTeamChange
BroadcastTeamChange
Let everyone know about a team change
=================
@ -1348,7 +1348,7 @@ void Cmd_CallVote_f( gentity_t *ent ) {
trap_SendServerCommand( -1, va("print \"%s called a vote.\n\"", ent->client->pers.netname ) );
// start the voting, the caller autoamtically votes yes
// start the voting, the caller automatically votes yes
level.voteTime = level.time;
level.voteYes = 1;
level.voteNo = 0;
@ -1513,7 +1513,7 @@ void Cmd_CallTeamVote_f( gentity_t *ent ) {
trap_SendServerCommand( i, va("print \"%s called a team vote.\n\"", ent->client->pers.netname ) );
}
// start the voting, the caller autoamtically votes yes
// start the voting, the caller automatically votes yes
level.teamVoteTime[cs_offset] = level.time;
level.teamVoteYes[cs_offset] = 1;
level.teamVoteNo[cs_offset] = 0;

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@ -778,7 +778,7 @@ int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t i
#endif
/*
============
T_Damage
G_Damage
targ entity that is being damaged
inflictor entity that is causing the damage

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@ -660,7 +660,7 @@ void FinishSpawningItem( gentity_t *ent ) {
ent->r.contents = CONTENTS_TRIGGER;
ent->touch = Touch_Item;
// useing an item causes it to respawn
// using an item causes it to respawn
ent->use = Use_Item;
if ( ent->spawnflags & 1 ) {

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@ -1519,7 +1519,7 @@ void Hunk_SmallLog( void) {
/*
=================
Com_InitZoneMemory
Com_InitHunkZoneMemory
=================
*/
void Com_InitHunkMemory( void ) {
@ -3539,7 +3539,7 @@ void Field_AutoComplete( field_t *field )
==================
Com_RandomBytes
fills string array with len radom bytes, peferably from the OS randomizer
fills string array with len random bytes, preferably from the OS randomizer
==================
*/
void Com_RandomBytes( byte *string, int len )

View file

@ -562,7 +562,7 @@ typedef struct {
#define Byte4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
// just in case you do't want to use the macros
// just in case you don't want to use the macros
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );

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@ -53,6 +53,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
// animation without needing to know the frame count
// refdef flags
#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen

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@ -1550,7 +1550,7 @@ static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) {
}
count = l->filelen / sizeof(*fogs);
// create fog strucutres for them
// create fog structures for them
s_worldData.numfogs = count + 1;
s_worldData.fogs = ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low);
out = s_worldData.fogs + 1;