Fix some typos.

This commit is contained in:
Rohit Nirmal 2014-07-30 20:58:09 -05:00
parent 924cad6bdf
commit 77492cd2f1
3 changed files with 10 additions and 10 deletions

View File

@ -211,7 +211,7 @@ ai_walk(edict_t *self, float dist)
/*
* Turns towards target and advances
* Use this call with a distnace of 0
* Use this call with a distance of 0
* to replace ai_face
*/
void
@ -289,7 +289,7 @@ ai_turn(edict_t *self, float dist)
/* ============================================================================ */
/*
* returns the range catagorization of an entity reletive to self
* returns the range categorization of an entity relative to self
* 0 melee range, will become hostile even if back is turned
* 1 visibility and infront, or visibility and show hostile
* 2 infront and show hostile
@ -892,7 +892,7 @@ ai_run_missile(edict_t *self)
/*
* Strafe sideways, but stay at
* aproximately the same range
* approximately the same range
*/
void
ai_run_slide(edict_t *self, float distance)

View File

@ -639,7 +639,7 @@ Cmd_Help_f(edict_t *ent)
return;
}
/* this is for backwards compatability */
/* this is for backwards compatibility */
if (deathmatch->value)
{
Cmd_Score_f(ent);

View File

@ -81,7 +81,7 @@
* prohibit loading of savegames
* created on other systems or
* architectures. This will
* crash q2 in spectecular
* crash q2 in spectacular
* ways
*/
#if defined(__APPLE__)
@ -124,7 +124,7 @@ typedef struct
/*
* Connects a human readable
* mmove_t string with the
* correspondig pointer
* corresponding pointer
* */
typedef struct
{
@ -151,7 +151,7 @@ functionList_t functionList[] = {
};
/*
* Prtotypes for forward
* Prototypes for forward
* declaration for all game
* mmove_t functions.
*/
@ -897,7 +897,7 @@ WriteEdict(FILE *f, edict_t *ent)
}
/*
* Helper fcuntion to write the
* Helper function to write the
* level local data into a file.
* Called by WriteLevel.
*/
@ -1013,10 +1013,10 @@ ReadLevelLocals(FILE *f)
/*
* Reads a level back into the memory.
* SpawnEntities were allready called
* SpawnEntities were already called
* in the same way when the level was
* saved. All world links were cleared
* befor this function was called. When
* before this function was called. When
* this function is called, no clients
* are connected to the server.
*/