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Fix some spelling errors
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Detected by Debian's Lintian tool. It also detects "persistant", but
unfortunately that misspelling is API (it's part of a cvar name
and a commonly-used struct member) so it shouldn't be corrected.
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smcv committed Sep 22, 2016
1 parent 60d1f38 commit 267ebc2
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Showing 22 changed files with 23 additions and 23 deletions.
2 changes: 1 addition & 1 deletion MP/code/botlib/be_aas_cluster.c
Expand Up @@ -152,7 +152,7 @@ int AAS_UpdatePortal( int areanum, int clusternum ) {
} //end else if
else
{
Log_Write( "portal using area %d is seperating more than two clusters\r\n", areanum );
Log_Write( "portal using area %d is separating more than two clusters\r\n", areanum );
//remove the cluster portal flag contents
( *aasworld ).areasettings[areanum].contents &= ~AREACONTENTS_CLUSTERPORTAL;
return qfalse;
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2 changes: 1 addition & 1 deletion MP/code/game/ai_cast_characters.c
Expand Up @@ -1293,7 +1293,7 @@ void AIChar_Pain( gentity_t *ent, gentity_t *attacker, int damage, vec3_t point
}
}

// if we didnt just play a scripted sound, then play one of the default sounds
// if we didn't just play a scripted sound, then play one of the default sounds
if ( cs->lastScriptSound < level.time ) {
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].painSoundScript ) );
}
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2 changes: 1 addition & 1 deletion MP/code/game/ai_cast_funcs.c
Expand Up @@ -872,7 +872,7 @@ char *AIFunc_InspectBulletImpact( cast_state_t *cs ) {
cs->scriptPauseTime = 0;
return AIFunc_IdleStart( cs );
}
// make sure we didnt change thinkfunc
// make sure we didn't change thinkfunc
if ( cs->aifunc != AIFunc_InspectBulletImpact ) {
//G_Error( "scripting passed control out of AIFunc_InspectBulletImpact(), this is bad" );
return NULL;
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2 changes: 1 addition & 1 deletion MP/code/game/ai_cast_think.c
Expand Up @@ -1053,7 +1053,7 @@ void AICast_PredictMovement( cast_state_t *cs, int numframes, float frametime, a
//VectorCopy( thisHitVec, startHitVec );
VectorCopy( pm.ps->origin, lastOrg );
}
// if we didnt reach the marker, then check for something that blocked us
// if we didn't reach the marker, then check for something that blocked us
for ( i = 0; i < pm.numtouch; i++ ) {
if ( pm.touchents[i] == pm.ps->groundEntityNum ) {
continue;
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2 changes: 1 addition & 1 deletion MP/code/game/g_mover.c
Expand Up @@ -390,7 +390,7 @@ qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, v
break;
}
}
// didnt work, so set the position back
// didn't work, so set the position back
VectorCopy( org, check->s.pos.trBase );
if ( check->client ) {
VectorCopy( org, check->client->ps.origin );
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2 changes: 1 addition & 1 deletion MP/code/game/g_team.c
Expand Up @@ -202,7 +202,7 @@ void Team_FragBonuses( gentity_t *targ, gentity_t *inflictor, gentity_t *attacke

attacker->client->pers.teamState.carrierdefense++;
team = attacker->client->sess.sessionTeam;
PrintMsg( NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an agressive enemy\n",
PrintMsg( NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an aggressive enemy\n",
attacker->client->pers.netname, TeamName( team ) );
return;
}
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2 changes: 1 addition & 1 deletion MP/code/game/g_tramcar.c
Expand Up @@ -293,7 +293,7 @@ void GetNextTrack( gentity_t *ent ) {
}

if ( !num_choices ) {
G_Printf( "GetNextTrack didnt find a track\n" );
G_Printf( "GetNextTrack didn't find a track\n" );
return;
}

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2 changes: 1 addition & 1 deletion MP/code/qcommon/cm_trace.c
Expand Up @@ -1052,7 +1052,7 @@ void CM_TraceThroughTree( traceWork_t *tw, int num, float p1f, float p2f, vec3_t
}

//
// find the point distances to the seperating plane
// find the point distances to the separating plane
// and the offset for the size of the box
//
node = cm.nodes + num;
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2 changes: 1 addition & 1 deletion MP/code/qcommon/common.c
Expand Up @@ -421,7 +421,7 @@ void Com_ParseCommandLine( char *commandLine ) {
com_numConsoleLines = 1;

while ( *commandLine ) {
// look for a + seperating character
// look for a + separating character
// if commandLine came from a file, we might have real line seperators
if ( *commandLine == '+' || *commandLine == '\n' ) {
if ( com_numConsoleLines == MAX_CONSOLE_LINES ) {
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2 changes: 1 addition & 1 deletion MP/code/rend2/tr_animation.c
Expand Up @@ -44,7 +44,7 @@ frame.
//#define DBG_PROFILE_BONES

//-----------------------------------------------------------------------------
// Static Vars, ugly but easiest (and fastest) means of seperating RB_SurfaceAnim
// Static Vars, ugly but easiest (and fastest) means of separating RB_SurfaceAnim
// and R_CalcBones

static float frontlerp, backlerp;
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2 changes: 1 addition & 1 deletion MP/code/renderer/tr_animation.c
Expand Up @@ -44,7 +44,7 @@ frame.
//#define DBG_PROFILE_BONES

//-----------------------------------------------------------------------------
// Static Vars, ugly but easiest (and fastest) means of seperating RB_SurfaceAnim
// Static Vars, ugly but easiest (and fastest) means of separating RB_SurfaceAnim
// and R_CalcBones

static float frontlerp, backlerp;
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2 changes: 1 addition & 1 deletion SP/code/botlib/be_aas_cluster.c
Expand Up @@ -152,7 +152,7 @@ int AAS_UpdatePortal( int areanum, int clusternum ) {
} //end else if
else
{
Log_Write( "portal using area %d is seperating more than two clusters\r\n", areanum );
Log_Write( "portal using area %d is separating more than two clusters\r\n", areanum );
//remove the cluster portal flag contents
( *aasworld ).areasettings[areanum].contents &= ~AREACONTENTS_CLUSTERPORTAL;
return qfalse;
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2 changes: 1 addition & 1 deletion SP/code/game/ai_cast_characters.c
Expand Up @@ -1209,7 +1209,7 @@ void AIChar_Pain( gentity_t *ent, gentity_t *attacker, int damage, vec3_t point
}
}

// if we didnt just play a scripted sound, then play one of the default sounds
// if we didn't just play a scripted sound, then play one of the default sounds
if ( cs->lastScriptSound < level.time ) {
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[PAINSOUNDSCRIPT] ) );
}
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4 changes: 2 additions & 2 deletions SP/code/game/ai_cast_funcs.c
Expand Up @@ -1035,7 +1035,7 @@ char *AIFunc_InspectBulletImpact( cast_state_t *cs ) {
cs->scriptPauseTime = 0;
return AIFunc_IdleStart( cs );
}
// make sure we didnt change thinkfunc
// make sure we didn't change thinkfunc
if ( cs->aifunc != AIFunc_InspectBulletImpact ) {
//G_Error( "scripting passed control out of AIFunc_InspectBulletImpact(), this is bad" );
return NULL;
Expand Down Expand Up @@ -1715,7 +1715,7 @@ char *AIFunc_ChaseGoal( cast_state_t *cs ) {
AICast_PredictMovement( cs, 10, frameTime, &move, &ucmd, cs->followEntity );

if ( move.stopevent == PREDICTSTOP_HITENT ) { // success!
// make sure we didnt spend a lot of time sliding along an obstacle
// make sure we didn't spend a lot of time sliding along an obstacle
if ( ( move.frames * frameTime ) < ( 1.0 + ( goaldist / ( bs->cur_ps.speed * bs->cur_ps.runSpeedScale ) ) ) ) {
trap_EA_Move( cs->entityNum, dir, 400 );
vectoangles( dir, cs->ideal_viewangles );
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2 changes: 1 addition & 1 deletion SP/code/game/ai_cast_think.c
Expand Up @@ -1167,7 +1167,7 @@ void AICast_PredictMovement( cast_state_t *cs, int numframes, float frametime, a
//VectorCopy( thisHitVec, startHitVec );
VectorCopy( pm.ps->origin, lastOrg );
}
// if we didnt reach the marker, then check for something that blocked us
// if we didn't reach the marker, then check for something that blocked us
for ( i = 0; i < pm.numtouch; i++ ) {
if ( pm.touchents[i] == pm.ps->groundEntityNum ) {
continue;
Expand Down
2 changes: 1 addition & 1 deletion SP/code/game/g_mover.c
Expand Up @@ -364,7 +364,7 @@ qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move
break;
}
}
// didnt work, so set the position back
// didn't work, so set the position back
VectorCopy( org, check->s.pos.trBase );
if ( check->client ) {
VectorCopy( org, check->client->ps.origin );
Expand Down
2 changes: 1 addition & 1 deletion SP/code/game/g_team.c
Expand Up @@ -179,7 +179,7 @@ void Team_FragBonuses( gentity_t *targ, gentity_t *inflictor, gentity_t *attacke

attacker->client->pers.teamState.carrierdefense++;
team = attacker->client->sess.sessionTeam;
PrintMsg( NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an agressive enemy\n",
PrintMsg( NULL, "%s" S_COLOR_WHITE " defends %s's flag carrier against an aggressive enemy\n",
attacker->client->pers.netname, TeamName( team ) );
return;
}
Expand Down
2 changes: 1 addition & 1 deletion SP/code/game/g_tramcar.c
Expand Up @@ -287,7 +287,7 @@ void GetNextTrack( gentity_t *ent ) {
}

if ( !num_choices ) {
G_Printf( "GetNextTrack didnt find a track\n" );
G_Printf( "GetNextTrack didn't find a track\n" );
return;
}

Expand Down
2 changes: 1 addition & 1 deletion SP/code/qcommon/cm_trace.c
Expand Up @@ -1056,7 +1056,7 @@ void CM_TraceThroughTree( traceWork_t *tw, int num, float p1f, float p2f, vec3_t
}

//
// find the point distances to the seperating plane
// find the point distances to the separating plane
// and the offset for the size of the box
//
node = cm.nodes + num;
Expand Down
2 changes: 1 addition & 1 deletion SP/code/qcommon/common.c
Expand Up @@ -442,7 +442,7 @@ void Com_ParseCommandLine( char *commandLine ) {
com_numConsoleLines = 1;

while ( *commandLine ) {
// look for a + seperating character
// look for a + separating character
// if commandLine came from a file, we might have real line seperators
if ( *commandLine == '+' || *commandLine == '\n' ) {
if ( com_numConsoleLines == MAX_CONSOLE_LINES ) {
Expand Down
2 changes: 1 addition & 1 deletion SP/code/rend2/tr_animation.c
Expand Up @@ -44,7 +44,7 @@ frame.
//#define DBG_PROFILE_BONES

//-----------------------------------------------------------------------------
// Static Vars, ugly but easiest (and fastest) means of seperating RB_SurfaceAnim
// Static Vars, ugly but easiest (and fastest) means of separating RB_SurfaceAnim
// and R_CalcBones

static float frontlerp, backlerp;
Expand Down
2 changes: 1 addition & 1 deletion SP/code/renderer/tr_animation.c
Expand Up @@ -44,7 +44,7 @@ frame.
//#define DBG_PROFILE_BONES

//-----------------------------------------------------------------------------
// Static Vars, ugly but easiest (and fastest) means of seperating RB_SurfaceAnim
// Static Vars, ugly but easiest (and fastest) means of separating RB_SurfaceAnim
// and R_CalcBones

static float frontlerp, backlerp;
Expand Down

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