Correct spelling mistakes.
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105 changed files with 212 additions and 212 deletions
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@ -197,7 +197,7 @@ typedef struct centity_s {
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//======================================================================
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// local entities are created as a result of events or predicted actions,
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// and live independantly from all server transmitted entities
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// and live independently from all server transmitted entities
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typedef struct markPoly_s {
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struct markPoly_s *prevMark, *nextMark;
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@ -458,7 +458,7 @@ typedef struct {
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qboolean loading; // don't defer players at initial startup
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qboolean intermissionStarted; // don't play voice rewards, because game will end shortly
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// there are only one or two snapshot_t that are relevent at a time
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// there are only one or two snapshot_t that are relevant at a time
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int latestSnapshotNum; // the number of snapshots the client system has received
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int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
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@ -601,7 +601,7 @@ typedef struct {
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int itemPickup;
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int itemPickupTime;
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int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
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int itemPickupBlendTime; // the pulse around the crosshair is timed separately
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int weaponSelectTime;
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int weaponAnimation;
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@ -1613,7 +1613,7 @@ void trap_GetGlconfig( glconfig_t *glconfig );
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void trap_GetGameState( gameState_t *gamestate );
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// cgame will poll each frame to see if a newer snapshot has arrived
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// that it is interested in. The time is returned seperately so that
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// that it is interested in. The time is returned separately so that
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// snapshot latency can be calculated.
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void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
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@ -499,7 +499,7 @@ static void CG_RegisterItemSounds( int itemNum ) {
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trap_S_RegisterSound( item->pickup_sound, qfalse );
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}
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// parse the space seperated precache string for other media
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// parse the space separated precache string for other media
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s = item->sounds;
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if (!s || !s[0])
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return;
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@ -1371,7 +1371,7 @@ static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
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===============
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CG_PlayerAngles
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Handles seperate torso motion
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Handles separate torso motion
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legs pivot based on direction of movement
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@ -206,7 +206,7 @@ typedef enum {
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CG_SHUTDOWN,
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// void (*CG_Shutdown)( void );
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// oportunity to flush and close any open files
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// opportunity to flush and close any open files
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CG_CONSOLE_COMMAND,
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// qboolean (*CG_ConsoleCommand)( void );
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@ -21,7 +21,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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//
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// cg_servercmds.c -- reliably sequenced text commands sent by the server
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// these are processed at snapshot transition time, so there will definately
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// these are processed at snapshot transition time, so there will definitely
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// be a valid snapshot this frame
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#include "cg_local.h"
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@ -137,7 +137,7 @@ static void CG_TransitionSnapshot( void ) {
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// execute any server string commands before transitioning entities
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CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
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// if we had a map_restart, set everthing with initial
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// if we had a map_restart, set everything with initial
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if ( cg.mapRestart ) {
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}
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@ -42,7 +42,7 @@ Testmodel will create a fake entity 100 units in front of the current view
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position, directly facing the viewer. It will remain immobile, so you can
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move around it to view it from different angles.
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Testgun will cause the model to follow the player around and supress the real
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Testgun will cause the model to follow the player around and suppress the real
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view weapon model. The default frame 0 of most guns is completely off screen,
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so you will probably have to cycle a couple frames to see it.
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@ -1289,7 +1289,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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nonPredictedCent = &cg_entities[cent->currentState.clientNum];
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// if the index of the nonPredictedCent is not the same as the clientNum
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// then this is a fake player (like on teh single player podiums), so
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// then this is a fake player (like on the single player podiums), so
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// go ahead and use the cent
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if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) {
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nonPredictedCent = cent;
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