Correct spelling mistakes.

This commit is contained in:
Edward Betts 2017-11-22 07:40:20 +00:00 committed by Zack Middleton
parent 14cb72f912
commit fe42b8653d
105 changed files with 212 additions and 212 deletions

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@ -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 );

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@ -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;

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@ -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

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@ -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 );

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@ -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"

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@ -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 ) {
}

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@ -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 file

@ -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;