[quake3-commits] r2268 - in trunk/code: cgame client game qcommon renderer
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Mon Jun 18 12:32:03 EDT 2012
Author: ztm
Date: 2012-06-18 12:32:03 -0400 (Mon, 18 Jun 2012)
New Revision: 2268
Modified:
trunk/code/cgame/cg_view.c
trunk/code/client/snd_public.h
trunk/code/game/bg_pmove.c
trunk/code/game/bg_public.h
trunk/code/game/g_target.c
trunk/code/qcommon/files.c
trunk/code/qcommon/q_shared.h
trunk/code/qcommon/qcommon.h
trunk/code/renderer/tr_flares.c
trunk/code/renderer/tr_shader.c
Log:
REFACTOR [reletive -> relative]
>From /dev/humancontroller.
Modified: trunk/code/cgame/cg_view.c
===================================================================
--- trunk/code/cgame/cg_view.c 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/cgame/cg_view.c 2012-06-18 16:32:03 UTC (rev 2268)
@@ -149,7 +149,7 @@
return;
}
- // if testing a gun, set the origin reletive to the view origin
+ // if testing a gun, set the origin relative to the view origin
if ( cg.testGun ) {
VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
@@ -677,7 +677,7 @@
CG_OffsetFirstPersonView();
}
- // position eye reletive to origin
+ // position eye relative to origin
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
if ( cg.hyperspace ) {
Modified: trunk/code/client/snd_public.h
===================================================================
--- trunk/code/client/snd_public.h 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/client/snd_public.h 2012-06-18 16:32:03 UTC (rev 2268)
@@ -45,8 +45,8 @@
void S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx );
void S_StopLoopingSound(int entityNum );
-// recompute the reletive volumes for all running sounds
-// reletive to the given entityNum / orientation
+// recompute the relative volumes for all running sounds
+// relative to the given entityNum / orientation
void S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
// let the sound system know where an entity currently is
Modified: trunk/code/game/bg_pmove.c
===================================================================
--- trunk/code/game/bg_pmove.c 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/game/bg_pmove.c 2012-06-18 16:32:03 UTC (rev 2268)
@@ -314,7 +314,7 @@
================
PM_SetMovementDir
-Determine the rotation of the legs reletive
+Determine the rotation of the legs relative
to the facing dir
================
*/
Modified: trunk/code/game/bg_public.h
===================================================================
--- trunk/code/game/bg_public.h 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/game/bg_public.h 2012-06-18 16:32:03 UTC (rev 2268)
@@ -330,7 +330,7 @@
#define PLAYEREVENT_HOLYSHIT 0x0004
// entityState_t->event values
-// entity events are for effects that take place reletive
+// entity events are for effects that take place relative
// to an existing entities origin. Very network efficient.
// two bits at the top of the entityState->event field
Modified: trunk/code/game/g_target.c
===================================================================
--- trunk/code/game/g_target.c 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/game/g_target.c 2012-06-18 16:32:03 UTC (rev 2268)
@@ -206,7 +206,7 @@
G_Error( "target_speaker without a noise key at %s", vtos( ent->s.origin ) );
}
- // force all client reletive sounds to be "activator" speakers that
+ // force all client relative sounds to be "activator" speakers that
// play on the entity that activates it
if ( s[0] == '*' ) {
ent->spawnflags |= 8;
Modified: trunk/code/qcommon/files.c
===================================================================
--- trunk/code/qcommon/files.c 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/qcommon/files.c 2012-06-18 16:32:03 UTC (rev 2268)
@@ -49,7 +49,7 @@
the executable. It defaults to ".", but can be overridden with a "+set fs_basepath c:\quake3"
command line to allow code debugging in a different directory. Basepath cannot
be modified at all after startup. Any files that are created (demos, screenshots,
-etc) will be created reletive to the base path, so base path should usually be writable.
+etc) will be created relative to the base path, so base path should usually be writable.
The "home path" is the path used for all write access. On win32 systems we have "base path"
== "home path", but on *nix systems the base installation is usually readonly, and
@@ -1912,7 +1912,7 @@
============
FS_WriteFile
-Filename are reletive to the quake search path
+Filename are relative to the quake search path
============
*/
void FS_WriteFile( const char *qpath, const void *buffer, int size ) {
Modified: trunk/code/qcommon/q_shared.h
===================================================================
--- trunk/code/qcommon/q_shared.h 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/qcommon/q_shared.h 2012-06-18 16:32:03 UTC (rev 2268)
@@ -1143,7 +1143,7 @@
int torsoTimer; // don't change low priority animations until this runs out
int torsoAnim; // mask off ANIM_TOGGLEBIT
- int movementDir; // a number 0 to 7 that represents the reletive angle
+ int movementDir; // a number 0 to 7 that represents the relative angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
Modified: trunk/code/qcommon/qcommon.h
===================================================================
--- trunk/code/qcommon/qcommon.h 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/qcommon/qcommon.h 2012-06-18 16:32:03 UTC (rev 2268)
@@ -795,7 +795,7 @@
SE_NONE = 0, // evTime is still valid
SE_KEY, // evValue is a key code, evValue2 is the down flag
SE_CHAR, // evValue is an ascii char
- SE_MOUSE, // evValue and evValue2 are reletive signed x / y moves
+ SE_MOUSE, // evValue and evValue2 are relative signed x / y moves
SE_JOYSTICK_AXIS, // evValue is an axis number and evValue2 is the current state (-127 to 127)
SE_CONSOLE // evPtr is a char*
} sysEventType_t;
Modified: trunk/code/renderer/tr_flares.c
===================================================================
--- trunk/code/renderer/tr_flares.c 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/renderer/tr_flares.c 2012-06-18 16:32:03 UTC (rev 2268)
@@ -29,7 +29,7 @@
LIGHT FLARES
A light flare is an effect that takes place inside the eye when bright light
-sources are visible. The size of the flare reletive to the screen is nearly
+sources are visible. The size of the flare relative to the screen is nearly
constant, irrespective of distance, but the intensity should be proportional to the
projected area of the light source.
Modified: trunk/code/renderer/tr_shader.c
===================================================================
--- trunk/code/renderer/tr_shader.c 2012-06-18 16:31:16 UTC (rev 2267)
+++ trunk/code/renderer/tr_shader.c 2012-06-18 16:32:03 UTC (rev 2268)
@@ -1940,7 +1940,7 @@
SortNewShader
Positions the most recently created shader in the tr.sortedShaders[]
-array so that the shader->sort key is sorted reletive to the other
+array so that the shader->sort key is sorted relative to the other
shaders.
Sets shader->sortedIndex
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