REFACTOR [reletive -> relative]
From /dev/humancontroller.
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10 changed files with 13 additions and 13 deletions
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@ -49,7 +49,7 @@ The "base path" is the path to the directory holding all the game directories an
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the executable. It defaults to ".", but can be overridden with a "+set fs_basepath c:\quake3"
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command line to allow code debugging in a different directory. Basepath cannot
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be modified at all after startup. Any files that are created (demos, screenshots,
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etc) will be created reletive to the base path, so base path should usually be writable.
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etc) will be created relative to the base path, so base path should usually be writable.
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The "home path" is the path used for all write access. On win32 systems we have "base path"
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== "home path", but on *nix systems the base installation is usually readonly, and
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@ -1912,7 +1912,7 @@ void FS_FreeFile( void *buffer ) {
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============
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FS_WriteFile
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Filename are reletive to the quake search path
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Filename are relative to the quake search path
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============
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*/
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void FS_WriteFile( const char *qpath, const void *buffer, int size ) {
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@ -1143,7 +1143,7 @@ typedef struct playerState_s {
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int torsoTimer; // don't change low priority animations until this runs out
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int torsoAnim; // mask off ANIM_TOGGLEBIT
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int movementDir; // a number 0 to 7 that represents the reletive angle
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int movementDir; // a number 0 to 7 that represents the relative angle
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// of movement to the view angle (axial and diagonals)
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// when at rest, the value will remain unchanged
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// used to twist the legs during strafing
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@ -795,7 +795,7 @@ typedef enum {
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SE_NONE = 0, // evTime is still valid
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SE_KEY, // evValue is a key code, evValue2 is the down flag
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SE_CHAR, // evValue is an ascii char
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SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves
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SE_MOUSE, // evValue and evValue2 are relative signed x / y moves
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SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127)
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SE_CONSOLE // evPtr is a char*
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} sysEventType_t;
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