[quake3-commits] r1887 - in trunk: . code/botlib code/cgame code/game code/qcommon code/renderer code/tools/lcc/doc code/ui
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Wed Feb 9 00:51:33 EST 2011
Author: zakk
Date: 2011-02-09 00:51:33 -0500 (Wed, 09 Feb 2011)
New Revision: 1887
Modified:
trunk/ChangeLog
trunk/code/botlib/be_ai_move.c
trunk/code/cgame/cg_main.c
trunk/code/cgame/cg_players.c
trunk/code/cgame/cg_predict.c
trunk/code/game/ai_dmnet.c
trunk/code/game/ai_dmq3.c
trunk/code/game/ai_dmq3.h
trunk/code/game/ai_main.h
trunk/code/game/chars.h
trunk/code/game/g_mover.c
trunk/code/game/g_team.c
trunk/code/qcommon/files.c
trunk/code/qcommon/vm.c
trunk/code/renderer/tr_cmds.c
trunk/code/renderer/tr_flares.c
trunk/code/tools/lcc/doc/4.html
trunk/code/ui/ui_local.h
Log:
http://www.angryflower.com/aposter.html
(minor English issues, most of which are via /dev/humancontroller)
Modified: trunk/ChangeLog
===================================================================
--- trunk/ChangeLog 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/ChangeLog 2011-02-09 05:51:33 UTC (rev 1887)
@@ -480,7 +480,7 @@
2002-7-31 Timothee Besset <ttimo at idsoftware.com>
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=513
https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506
- porting fix from RTCW codebase. client re-orders it's pk3s to scan in the same order than the server
+ porting fix from RTCW codebase. client re-orders its pk3s to scan in the same order than the server
this eliminates several 'Invalid .PK3 file referenced' situations (caused by client not referencing the same thing as server)
+ fixed border remnants in ta ui
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=517
@@ -505,7 +505,7 @@
+ fix broken link in Linux FAQ
2002-7-27 Timothee Besset <ttimo at idsoftware.com>
- + ta ui: PB display in the browser, in it's additional tab, with sorting
+ + ta ui: PB display in the browser, in its additional tab, with sorting
2002-7-26 Timothee Besset <ttimo at idsoftware.com>
+ PB UI: for baseq3/ AND missionpack/
@@ -2775,7 +2775,7 @@
Can't find menu/art/unknownmap.tga
* Q3TA: after nearly 6 months, a code update from id. SOS access
- even. Got it to compile, link and start, but its currently broken
+ even. Got it to compile, link and start, but it's currently broken
(menu doesn't render in full, can't get into game etc.). Need
a baseline 1.17 to diff against. Last code dump was May 16, with
bspc code updated May 19. Checking working directory of bk000520
Modified: trunk/code/botlib/be_ai_move.c
===================================================================
--- trunk/code/botlib/be_ai_move.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/botlib/be_ai_move.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -2366,7 +2366,7 @@
VectorSubtract(reach->start, ms->origin, dir1);
if (!(ms->moveflags & MFL_SWIMMING)) dir1[2] = 0;
dist1 = VectorNormalize(dir1);
- //if func_bobbing is Not it's start position
+ //if func_bobbing is Not its start position
VectorSubtract(bob_origin, bob_start, dir);
if (VectorLength(dir) > 16)
{
@@ -3027,7 +3027,7 @@
ms = BotMoveStateFromHandle(movestate);
if (!ms) return;
//reset the grapple before testing if the bot has a valid goal
- //because the bot could loose all it's goals when stuck to a wall
+ //because the bot could lose all its goals when stuck to a wall
BotResetGrapple(ms);
//
if (!goal)
Modified: trunk/code/cgame/cg_main.c
===================================================================
--- trunk/code/cgame/cg_main.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/cgame/cg_main.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -379,7 +379,7 @@
// check for modications here
- // If team overlay is on, ask for updates from the server. If its off,
+ // If team overlay is on, ask for updates from the server. If it's off,
// let the server know so we don't receive it
if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;
Modified: trunk/code/cgame/cg_players.c
===================================================================
--- trunk/code/cgame/cg_players.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/cgame/cg_players.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -781,7 +781,7 @@
&& !Q_stricmp( ci->blueTeam, match->blueTeam )
&& !Q_stricmp( ci->redTeam, match->redTeam )
&& (cgs.gametype < GT_TEAM || ci->team == match->team) ) {
- // this clientinfo is identical, so use it's handles
+ // this clientinfo is identical, so use its handles
ci->deferred = qfalse;
Modified: trunk/code/cgame/cg_predict.c
===================================================================
--- trunk/code/cgame/cg_predict.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/cgame/cg_predict.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -308,7 +308,7 @@
// don't touch it again this prediction
cent->miscTime = cg.time;
- // if its a weapon, give them some predicted ammo so the autoswitch will work
+ // if it's a weapon, give them some predicted ammo so the autoswitch will work
if ( item->giType == IT_WEAPON ) {
cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag;
if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) {
Modified: trunk/code/game/ai_dmnet.c
===================================================================
--- trunk/code/game/ai_dmnet.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/game/ai_dmnet.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -1352,7 +1352,7 @@
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
// if holding the right weapon
if (bs->cur_ps.weapon == moveresult->weapon) {
- // if the bot is pretty close with it's aim
+ // if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
//
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
@@ -1409,7 +1409,7 @@
moveresult->flags |= MOVERESULT_MOVEMENTWEAPON | MOVERESULT_MOVEMENTVIEW;
// if holding the right weapon
if (bs->cur_ps.weapon == moveresult->weapon) {
- // if the bot is pretty close with it's aim
+ // if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, moveresult->ideal_viewangles)) {
//
BotAI_Trace(&bsptrace, bs->eye, NULL, NULL, target, bs->entitynum, MASK_SHOT);
@@ -1495,7 +1495,7 @@
if (bs->cur_ps.weapon == bs->activatestack->weapon) {
VectorSubtract(bs->activatestack->target, bs->eye, dir);
vectoangles(dir, ideal_viewangles);
- // if the bot is pretty close with it's aim
+ // if the bot is pretty close with its aim
if (InFieldOfVision(bs->viewangles, 20, ideal_viewangles)) {
trap_EA_Attack(bs->client);
}
Modified: trunk/code/game/ai_dmq3.c
===================================================================
--- trunk/code/game/ai_dmq3.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/game/ai_dmq3.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -685,7 +685,7 @@
if ( bs->lastgoal_ltgtype ) {
bs->teamgoal_time += 60;
}
- // if the bot decided to do something on it's own and has a last ordered goal
+ // if the bot decided to do something on its own and has a last ordered goal
if ( !bs->ordered && bs->lastgoal_ltgtype ) {
bs->ltgtype = 0;
}
@@ -931,7 +931,7 @@
if ( bs->lastgoal_ltgtype ) {
bs->teamgoal_time += 60;
}
- // if the bot decided to do something on it's own and has a last ordered goal
+ // if the bot decided to do something on its own and has a last ordered goal
if ( !bs->ordered && bs->lastgoal_ltgtype ) {
bs->ltgtype = 0;
}
@@ -4531,7 +4531,7 @@
Predict the route towards the goal and check if the bot
will be blocked by certain obstacles. When the bot has obstacles
-on it's path the bot should figure out if they can be removed
+on its path the bot should figure out if they can be removed
by activating certain entities.
==================
*/
Modified: trunk/code/game/ai_dmq3.h
===================================================================
--- trunk/code/game/ai_dmq3.h 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/game/ai_dmq3.h 2011-02-09 05:51:33 UTC (rev 1887)
@@ -34,7 +34,7 @@
void BotSetupDeathmatchAI(void);
//shutdown the deathmatch AI
void BotShutdownDeathmatchAI(void);
-//let the bot live within it's deathmatch AI net
+//let the bot live within its deathmatch AI net
void BotDeathmatchAI(bot_state_t *bs, float thinktime);
//free waypoints
void BotFreeWaypoints(bot_waypoint_t *wp);
Modified: trunk/code/game/ai_main.h
===================================================================
--- trunk/code/game/ai_main.h 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/game/ai_main.h 2011-02-09 05:51:33 UTC (rev 1887)
@@ -228,7 +228,7 @@
int decisionmaker; //player who decided to go for this goal
int ordered; //true if ordered to do something
float order_time; //time ordered to do something
- int owndecision_time; //time the bot made it's own decision
+ int owndecision_time; //time the bot made its own decision
bot_goal_t teamgoal; //the team goal
bot_goal_t altroutegoal; //alternative route goal
float reachedaltroutegoal_time; //time the bot reached the alt route goal
Modified: trunk/code/game/chars.h
===================================================================
--- trunk/code/game/chars.h 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/game/chars.h 2011-02-09 05:51:33 UTC (rev 1887)
@@ -129,6 +129,6 @@
#define CHARACTERISTIC_EASY_FRAGGER 45 //float [0, 1]
//how alert the bot is (view distance)
#define CHARACTERISTIC_ALERTNESS 46 //float [0, 1]
-//how much the bot fires it's weapon
+//how much the bot fires its weapon
#define CHARACTERISTIC_FIRETHROTTLE 47 //float [0, 1]
Modified: trunk/code/game/g_mover.c
===================================================================
--- trunk/code/game/g_mover.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/game/g_mover.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -310,7 +310,7 @@
listedEntities = trap_EntitiesInBox( totalMins, totalMaxs, entityList, MAX_GENTITIES );
- // move the pusher to it's final position
+ // move the pusher to its final position
VectorAdd( pusher->r.currentOrigin, move, pusher->r.currentOrigin );
VectorAdd( pusher->r.currentAngles, amove, pusher->r.currentAngles );
trap_LinkEntity( pusher );
@@ -1183,7 +1183,7 @@
/*QUAKED func_button (0 .5 .8) ?
-When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
+When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again.
"model2" .md3 model to also draw
"angle" determines the opening direction
Modified: trunk/code/game/g_team.c
===================================================================
--- trunk/code/game/g_team.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/game/g_team.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -717,7 +717,7 @@
}
if ( ent->flags & FL_DROPPED_ITEM ) {
- // hey, its not home. return it by teleporting it back
+ // hey, it's not home. return it by teleporting it back
PrintMsg( NULL, "%s" S_COLOR_WHITE " returned the %s flag!\n",
cl->pers.netname, TeamName(team));
AddScore(other, ent->r.currentOrigin, CTF_RECOVERY_BONUS);
Modified: trunk/code/qcommon/files.c
===================================================================
--- trunk/code/qcommon/files.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/qcommon/files.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -333,7 +333,7 @@
for ( i = 0 ; i < fs_numServerPaks ; i++ ) {
// FIXME: also use hashed file names
// NOTE TTimo: a pk3 with same checksum but different name would be validated too
- // I don't see this as allowing for any exploit, it would only happen if the client does manips of it's file names 'not a bug'
+ // I don't see this as allowing for any exploit, it would only happen if the client does manips of its file names 'not a bug'
if ( pack->checksum == fs_serverPaks[i] ) {
return qtrue; // on the aproved list
}
Modified: trunk/code/qcommon/vm.c
===================================================================
--- trunk/code/qcommon/vm.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/qcommon/vm.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -306,7 +306,7 @@
rcg010206 The horror; the horror.
- The syscall mechanism relies on stack manipulation to get it's args.
+ The syscall mechanism relies on stack manipulation to get its args.
This is likely due to C's inability to pass "..." parameters to
a function in one clean chunk. On PowerPC Linux, these parameters
are not necessarily passed on the stack, so while (&arg[0] == arg)
Modified: trunk/code/renderer/tr_cmds.c
===================================================================
--- trunk/code/renderer/tr_cmds.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/renderer/tr_cmds.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -144,7 +144,7 @@
}
// at this point, the back end thread is idle, so it is ok
- // to look at it's performance counters
+ // to look at its performance counters
if ( runPerformanceCounters ) {
R_PerformanceCounters();
}
Modified: trunk/code/renderer/tr_flares.c
===================================================================
--- trunk/code/renderer/tr_flares.c 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/renderer/tr_flares.c 2011-02-09 05:51:33 UTC (rev 1887)
@@ -34,7 +34,7 @@
projected area of the light source.
A surface that has been flagged as having a light flare will calculate the depth
-buffer value that it's midpoint should have when the surface is added.
+buffer value that its midpoint should have when the surface is added.
After all opaque surfaces have been rendered, the depth buffer is read back for
each flare in view. If the point has not been obscured by a closer surface, the
Modified: trunk/code/tools/lcc/doc/4.html
===================================================================
--- trunk/code/tools/lcc/doc/4.html 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/tools/lcc/doc/4.html 2011-02-09 05:51:33 UTC (rev 1887)
@@ -523,7 +523,7 @@
signed integers sign-extend.</p>
<p>The front end composes conversions between types <em>T</em><sub>1</sub> and <em>T</em><sub>2</sub>
-by widening <em>T</em><sub>1</sub> to it's "supertype", if necessary, converting
+by widening <em>T</em><sub>1</sub> to its "supertype", if necessary, converting
that result to <em>T</em><sub>2</sub>'s supertype, then narrowing the result to <em>T</em><sub>2</sub>,
if necessary. The following table lists the supertypes; omitted entries are their own
supertypes.</p>
Modified: trunk/code/ui/ui_local.h
===================================================================
--- trunk/code/ui/ui_local.h 2011-02-09 01:31:26 UTC (rev 1886)
+++ trunk/code/ui/ui_local.h 2011-02-09 05:51:33 UTC (rev 1887)
@@ -576,7 +576,7 @@
//
// ui_atoms.c
//
-// this is only used in the old ui, the new ui has it's own version
+// this is only used in the old ui, the new ui has its own version
typedef struct {
int frametime;
int realtime;
More information about the quake3-commits
mailing list