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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