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

View file

@ -341,7 +341,7 @@ rescan:
// the clientLevelShot command is used during development
// to generate 128*128 screenshots from the intermission
// point of levels for the menu system to use
// we pass it along to the cgame to make apropriate adjustments,
// we pass it along to the cgame to make appropriate adjustments,
// but we also clear the console and notify lines here
if ( !strcmp( cmd, "clientLevelShot" ) ) {
// don't do it if we aren't running the server locally,
@ -1026,7 +1026,7 @@ void CL_SetCGameTime( void ) {
}
// if we are playing a demo back, we can just keep reading
// messages from the demo file until the cgame definately
// messages from the demo file until the cgame definitely
// has valid snapshots to interpolate between
// 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 ) {
//
// adjust for speed key / running
// the walking flag is to keep animations consistant
// the walking flag is to keep animations consistent
// even during acceleration and develeration
//
if ( in_speed.active ^ cl_run->integer ) {

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@ -177,7 +177,7 @@ keyname_t keynames[] =
{"PAUSE", K_PAUSE},
{"SEMICOLON", ';'}, // because a raw semicolon seperates commands
{"SEMICOLON", ';'}, // because a raw semicolon separates commands
{"WORLD_0", K_WORLD_0},
{"WORLD_1", K_WORLD_1},
@ -919,7 +919,7 @@ void Key_SetBinding( int keynum, const char *binding ) {
keys[keynum].binding = CopyString( binding );
// consider this like modifying an archived cvar, so the
// file write will be triggered at the next oportunity
// file write will be triggered at the next opportunity
cvar_modifiedFlags |= CVAR_ARCHIVE;
}
@ -1305,7 +1305,7 @@ void CL_KeyDownEvent( int key, unsigned time )
// send the bound action
CL_ParseBinding( key, qtrue, time );
// distribute the key down event to the apropriate handler
// distribute the key down event to the appropriate handler
if ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) {
Console_Key( key );
} else if ( Key_GetCatcher( ) & KEYCATCH_UI ) {
@ -1387,7 +1387,7 @@ void CL_CharEvent( int key ) {
return;
}
// distribute the key down event to the apropriate handler
// distribute the key down event to the appropriate handler
if ( Key_GetCatcher( ) & KEYCATCH_CONSOLE )
{
Field_CharEvent( &g_consoleField, key );

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@ -573,7 +573,7 @@ CLIENT RELIABLE COMMAND COMMUNICATION
======================
CL_AddReliableCommand
The given command will be transmitted to the server, and is gauranteed to
The given command will be transmitted to the server, and is guaranteed to
not have future usercmd_t executed before it is executed
======================
*/
@ -1960,7 +1960,7 @@ void CL_Vid_Restart_f( void ) {
CL_ShutdownCGame();
// shutdown the renderer and clear the renderer interface
CL_ShutdownRef();
// client is no longer pure untill new checksums are sent
// client is no longer pure until new checksums are sent
CL_ResetPureClientAtServer();
// clear pak references
FS_ClearPakReferences( FS_UI_REF | FS_CGAME_REF );
@ -1971,7 +1971,7 @@ void CL_Vid_Restart_f( void ) {
cls.cgameStarted = qfalse;
cls.soundRegistered = qfalse;
// unpause so the cgame definately gets a snapshot and renders a frame
// unpause so the cgame definitely gets a snapshot and renders a frame
Cvar_Set("cl_paused", "0");
// initialize the renderer interface
@ -3301,7 +3301,7 @@ void CL_InitRef( void ) {
re = *ret;
// unpause so the cgame definately gets a snapshot and renders a frame
// unpause so the cgame definitely gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
}

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@ -25,7 +25,7 @@ OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
/*
** Intel/DVI ADPCM coder/decoder.
**
** The algorithm for this coder was taken from the IMA Compatability Project
** The algorithm for this coder was taken from the IMA Compatibility Project
** proceedings, Vol 2, Number 2; May 1992.
**
** 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
const float dist_mult = SOUND_ATTENUATE;
// calculate stereo seperation and distance attenuation
// calculate stereo separation and distance attenuation
VectorSubtract(origin, listener_origin, source_vec);
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
static void S_PaintChannelFrom16( channel_t *ch, const sfx_t *sc, int count, int sampleOffset, int bufferOffset ) {
#if idppc_altivec
if (com_altivec->integer) {
// must be in a seperate function or G3 systems will crash.
// must be in a separate function or G3 systems will crash.
S_PaintChannelFrom16_altivec( ch, sc, count, sampleOffset, bufferOffset );
return;
}