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Correct spelling mistakes.

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EdwardBetts authored and zturtleman committed Nov 22, 2017
1 parent 14cb72f commit fe42b8653d8bcb213a3532a1cbacc0e1c6854a87
Showing with 212 additions and 212 deletions.
  1. +9 −9 ChangeLog
  2. +1 −1 code/botlib/aasfile.h
  3. +1 −1 code/botlib/be_aas_bspq3.c
  4. +3 −3 code/botlib/be_aas_cluster.c
  5. +1 −1 code/botlib/be_aas_main.c
  6. +2 −2 code/botlib/be_aas_reach.c
  7. +3 −3 code/botlib/be_aas_sample.c
  8. +2 −2 code/botlib/be_ai_chat.c
  9. +1 −1 code/botlib/be_ai_gen.c
  10. +3 −3 code/botlib/be_ai_move.c
  11. +1 −1 code/botlib/be_ai_weight.c
  12. +1 −1 code/botlib/be_ai_weight.h
  13. +2 −2 code/botlib/l_script.c
  14. +4 −4 code/cgame/cg_local.h
  15. +1 −1 code/cgame/cg_main.c
  16. +1 −1 code/cgame/cg_players.c
  17. +1 −1 code/cgame/cg_public.h
  18. +1 −1 code/cgame/cg_servercmds.c
  19. +1 −1 code/cgame/cg_snapshot.c
  20. +1 −1 code/cgame/cg_view.c
  21. +1 −1 code/cgame/cg_weapons.c
  22. +2 −2 code/client/cl_cgame.c
  23. +1 −1 code/client/cl_input.c
  24. +4 −4 code/client/cl_keys.c
  25. +4 −4 code/client/cl_main.c
  26. +1 −1 code/client/snd_adpcm.c
  27. +1 −1 code/client/snd_dma.c
  28. +1 −1 code/client/snd_mix.c
  29. +1 −1 code/game/ai_dmnet.c
  30. +2 −2 code/game/ai_dmq3.c
  31. +1 −1 code/game/ai_dmq3.h
  32. +1 −1 code/game/ai_main.c
  33. +4 −4 code/game/ai_team.c
  34. +1 −1 code/game/bg_lib.c
  35. +2 −2 code/game/bg_pmove.c
  36. +1 −1 code/game/bg_public.h
  37. +2 −2 code/game/g_active.c
  38. +3 −3 code/game/g_client.c
  39. +3 −3 code/game/g_cmds.c
  40. +1 −1 code/game/g_items.c
  41. +1 −1 code/game/g_missile.c
  42. +4 −4 code/game/g_mover.c
  43. +1 −1 code/game/g_spawn.c
  44. +1 −1 code/game/g_target.c
  45. +1 −1 code/game/g_trigger.c
  46. +2 −2 code/game/g_weapon.c
  47. +1 −1 code/q3_ui/ui_atoms.c
  48. +1 −1 code/q3_ui/ui_local.h
  49. +4 −4 code/q3_ui/ui_playermodel.c
  50. +7 −7 code/q3_ui/ui_qmenu.c
  51. +7 −7 code/qcommon/cm_patch.c
  52. +3 −3 code/qcommon/cm_polylib.c
  53. +8 −8 code/qcommon/cm_trace.c
  54. +2 −2 code/qcommon/cmd.c
  55. +6 −6 code/qcommon/common.c
  56. +3 −3 code/qcommon/files.c
  57. +2 −2 code/qcommon/q_shared.h
  58. +1 −1 code/qcommon/qcommon.h
  59. +1 −1 code/qcommon/surfaceflags.h
  60. +3 −3 code/qcommon/unzip.c
  61. +2 −2 code/qcommon/unzip.h
  62. +2 −2 code/qcommon/vm_powerpc.c
  63. +2 −2 code/renderercommon/tr_image_png.c
  64. +1 −1 code/renderercommon/tr_public.h
  65. +1 −1 code/renderercommon/tr_types.h
  66. +2 −2 code/renderergl1/tr_backend.c
  67. +1 −1 code/renderergl1/tr_bsp.c
  68. +2 −2 code/renderergl1/tr_image.c
  69. +2 −2 code/renderergl1/tr_light.c
  70. +2 −2 code/renderergl1/tr_local.h
  71. +3 −3 code/renderergl1/tr_shade.c
  72. +2 −2 code/renderergl1/tr_shade_calc.c
  73. +6 −6 code/renderergl1/tr_shader.c
  74. +2 −2 code/renderergl1/tr_surface.c
  75. +2 −2 code/renderergl2/tr_backend.c
  76. +1 −1 code/renderergl2/tr_bsp.c
  77. +1 −1 code/renderergl2/tr_fbo.c
  78. +2 −2 code/renderergl2/tr_image.c
  79. +2 −2 code/renderergl2/tr_light.c
  80. +1 −1 code/renderergl2/tr_local.h
  81. +3 −3 code/renderergl2/tr_shade.c
  82. +1 −1 code/renderergl2/tr_shade_calc.c
  83. +4 −4 code/renderergl2/tr_shader.c
  84. +2 −2 code/server/server.h
  85. +3 −3 code/server/sv_init.c
  86. +1 −1 code/server/sv_main.c
  87. +1 −1 code/server/sv_snapshot.c
  88. +1 −1 code/sys/sys_unix.c
  89. +2 −2 code/tools/asm/cmdlib.c
  90. +1 −1 code/tools/asm/cmdlib.h
  91. +1 −1 code/tools/asm/notes.txt
  92. +4 −4 code/tools/asm/q3asm.c
  93. +1 −1 code/tools/lcc/doc/4.html
  94. +1 −1 code/tools/lcc/etc/lcc.c
  95. +1 −1 code/tools/lcc/src/enode.c
  96. +1 −1 code/tools/lcc/src/error.c
  97. +1 −1 code/tools/lcc/src/gen.c
  98. +1 −1 code/tools/lcc/src/init.c
  99. +1 −1 code/tools/lcc/src/tree.c
  100. +1 −1 code/ui/ui_local.h
  101. +1 −1 code/ui/ui_main.c
  102. +1 −1 code/ui/ui_shared.c
  103. +1 −1 make-macosx-ub.sh
  104. +1 −1 make-macosx.sh
  105. +1 −1 opengl2-readme.md
View
@@ -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
View
@@ -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
@@ -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
@@ -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;
@@ -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: -
@@ -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++)
@@ -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
View
@@ -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)
{
View
@@ -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++)
View
@@ -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);
@@ -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
@@ -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);
View
@@ -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
//============================================================================
View
@@ -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 );
View
@@ -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;
View
@@ -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
View
@@ -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 );
@@ -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"
View
@@ -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 ) {
}
View
@@ -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.
View
@@ -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;
View
@@ -341,7 +341,7 @@ qboolean CL_GetServerCommand( int serverCommandNumber ) {
// 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
View
@@ -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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