Correct spelling mistakes.
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105 changed files with 212 additions and 212 deletions
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@ -341,7 +341,7 @@ rescan:
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// the clientLevelShot command is used during development
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// to generate 128*128 screenshots from the intermission
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// point of levels for the menu system to use
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// we pass it along to the cgame to make apropriate adjustments,
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// we pass it along to the cgame to make appropriate adjustments,
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// but we also clear the console and notify lines here
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if ( !strcmp( cmd, "clientLevelShot" ) ) {
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// don't do it if we aren't running the server locally,
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@ -1026,7 +1026,7 @@ void CL_SetCGameTime( void ) {
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}
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// if we are playing a demo back, we can just keep reading
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// messages from the demo file until the cgame definately
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// messages from the demo file until the cgame definitely
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// has valid snapshots to interpolate between
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// a timedemo will always use a deterministic set of time samples
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@ -320,7 +320,7 @@ void CL_KeyMove( usercmd_t *cmd ) {
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//
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// adjust for speed key / running
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// the walking flag is to keep animations consistant
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// the walking flag is to keep animations consistent
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// even during acceleration and develeration
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//
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if ( in_speed.active ^ cl_run->integer ) {
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@ -177,7 +177,7 @@ keyname_t keynames[] =
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{"PAUSE", K_PAUSE},
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{"SEMICOLON", ';'}, // because a raw semicolon seperates commands
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{"SEMICOLON", ';'}, // because a raw semicolon separates commands
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{"WORLD_0", K_WORLD_0},
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{"WORLD_1", K_WORLD_1},
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@ -919,7 +919,7 @@ void Key_SetBinding( int keynum, const char *binding ) {
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keys[keynum].binding = CopyString( binding );
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// consider this like modifying an archived cvar, so the
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// file write will be triggered at the next oportunity
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// file write will be triggered at the next opportunity
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cvar_modifiedFlags |= CVAR_ARCHIVE;
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}
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@ -1305,7 +1305,7 @@ void CL_KeyDownEvent( int key, unsigned time )
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// send the bound action
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CL_ParseBinding( key, qtrue, time );
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// distribute the key down event to the apropriate handler
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// distribute the key down event to the appropriate handler
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if ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) {
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Console_Key( key );
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} else if ( Key_GetCatcher( ) & KEYCATCH_UI ) {
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@ -1387,7 +1387,7 @@ void CL_CharEvent( int key ) {
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return;
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}
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// distribute the key down event to the apropriate handler
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// distribute the key down event to the appropriate handler
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if ( Key_GetCatcher( ) & KEYCATCH_CONSOLE )
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{
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Field_CharEvent( &g_consoleField, key );
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@ -573,7 +573,7 @@ CLIENT RELIABLE COMMAND COMMUNICATION
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======================
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CL_AddReliableCommand
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The given command will be transmitted to the server, and is gauranteed to
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The given command will be transmitted to the server, and is guaranteed to
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not have future usercmd_t executed before it is executed
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======================
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*/
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@ -1960,7 +1960,7 @@ void CL_Vid_Restart_f( void ) {
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CL_ShutdownCGame();
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// shutdown the renderer and clear the renderer interface
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CL_ShutdownRef();
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// client is no longer pure untill new checksums are sent
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// client is no longer pure until new checksums are sent
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CL_ResetPureClientAtServer();
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// clear pak references
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FS_ClearPakReferences( FS_UI_REF | FS_CGAME_REF );
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@ -1971,7 +1971,7 @@ void CL_Vid_Restart_f( void ) {
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cls.cgameStarted = qfalse;
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cls.soundRegistered = qfalse;
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// unpause so the cgame definately gets a snapshot and renders a frame
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// unpause so the cgame definitely gets a snapshot and renders a frame
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Cvar_Set("cl_paused", "0");
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// initialize the renderer interface
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@ -3301,7 +3301,7 @@ void CL_InitRef( void ) {
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re = *ret;
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// unpause so the cgame definately gets a snapshot and renders a frame
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// unpause so the cgame definitely gets a snapshot and renders a frame
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Cvar_Set( "cl_paused", "0" );
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}
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@ -25,7 +25,7 @@ OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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/*
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** Intel/DVI ADPCM coder/decoder.
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**
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** The algorithm for this coder was taken from the IMA Compatability Project
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** The algorithm for this coder was taken from the IMA Compatibility Project
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** proceedings, Vol 2, Number 2; May 1992.
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**
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** Version 1.2, 18-Dec-92.
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@ -432,7 +432,7 @@ void S_SpatializeOrigin (vec3_t origin, int master_vol, int *left_vol, int *righ
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const float dist_mult = SOUND_ATTENUATE;
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// calculate stereo seperation and distance attenuation
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// calculate stereo separation and distance attenuation
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VectorSubtract(origin, listener_origin, source_vec);
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dist = VectorNormalize(source_vec);
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@ -515,7 +515,7 @@ static void S_PaintChannelFrom16_scalar( channel_t *ch, const sfx_t *sc, int cou
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static void S_PaintChannelFrom16( channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
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#if idppc_altivec
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if (com_altivec->integer) {
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// must be in a seperate function or G3 systems will crash.
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// must be in a separate function or G3 systems will crash.
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S_PaintChannelFrom16_altivec( ch, sc, count, sampleOffset, bufferOffset );
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return;
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}
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