Merge pull request #68 from twolife/spelling

spelling-error-in-binary, thanks Lintian
This commit is contained in:
ptitSeb 2023-05-04 16:51:25 +02:00 committed by GitHub
commit 7613c03331
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GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 26 additions and 26 deletions

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@ -22,7 +22,7 @@ event ESpawnSpray {
enum SprayParticlesType sptType, // type of particles enum SprayParticlesType sptType, // type of particles
FLOAT fDamagePower, // factor saying how powerfull damage has been FLOAT fDamagePower, // factor saying how powerfull damage has been
FLOAT fSizeMultiplier, // stretch factor FLOAT fSizeMultiplier, // stretch factor
FLOAT3D vDirection, // dammage direction FLOAT3D vDirection, // damage direction
CEntityPointer penOwner, // who spawned the spray CEntityPointer penOwner, // who spawned the spray
}; };
@ -35,7 +35,7 @@ properties:
1 enum SprayParticlesType m_sptType = SPT_NONE, // type of particles 1 enum SprayParticlesType m_sptType = SPT_NONE, // type of particles
2 FLOAT m_tmStarted = 0.0f, // time when spawned 2 FLOAT m_tmStarted = 0.0f, // time when spawned
3 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // dammage direction 3 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // damage direction
5 CEntityPointer m_penOwner, // who spawned the spray 5 CEntityPointer m_penOwner, // who spawned the spray
6 FLOAT m_fDamagePower = 1.0f, // power of inflicted damage 6 FLOAT m_fDamagePower = 1.0f, // power of inflicted damage
8 FLOATaabbox3D m_boxOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // bounding box of blood spray's owner 8 FLOATaabbox3D m_boxOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // bounding box of blood spray's owner

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@ -5864,7 +5864,7 @@ procedures:
// if any found // if any found
if (penNextPlayer!=NULL) { if (penNextPlayer!=NULL) {
// transfer keys to that player // transfer keys to that player
CPrintF(TRANS("%s leaving, all keys transfered to %s\n"), CPrintF(TRANS("%s leaving, all keys transferred to %s\n"),
(const char*)m_strName, (const char*)penNextPlayer->GetPlayerName()); (const char*)m_strName, (const char*)penNextPlayer->GetPlayerName());
penNextPlayer->m_ulKeys |= m_ulKeys; penNextPlayer->m_ulKeys |= m_ulKeys;
} }

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@ -266,19 +266,19 @@ void SetPyramidMorphRoomAlpha(CWorld *pwo, INDEX iBlending, TIME tmActivated)
void CWorldBase_OnWorldInit(CWorld *pwo) void CWorldBase_OnWorldInit(CWorld *pwo)
{ {
pwo->wo_attTextureTransformations[0].tt_strName = "None"; pwo->wo_attTextureTransformations[0].tt_strName = "None";
pwo->wo_attTextureTransformations[1].tt_strName = "R Extremly Slow"; pwo->wo_attTextureTransformations[1].tt_strName = "R Extremely Slow";
pwo->wo_attTextureTransformations[2].tt_strName = "R Very Slow"; pwo->wo_attTextureTransformations[2].tt_strName = "R Very Slow";
pwo->wo_attTextureTransformations[3].tt_strName = "R Slow"; pwo->wo_attTextureTransformations[3].tt_strName = "R Slow";
pwo->wo_attTextureTransformations[4].tt_strName = "R Medium"; pwo->wo_attTextureTransformations[4].tt_strName = "R Medium";
pwo->wo_attTextureTransformations[5].tt_strName = "R Fast"; pwo->wo_attTextureTransformations[5].tt_strName = "R Fast";
pwo->wo_attTextureTransformations[6].tt_strName = "R Very Fast"; pwo->wo_attTextureTransformations[6].tt_strName = "R Very Fast";
pwo->wo_attTextureTransformations[7].tt_strName = "R Extremly Fast"; pwo->wo_attTextureTransformations[7].tt_strName = "R Extremely Fast";
pwo->wo_attTextureTransformations[8].tt_strName = "Dummy 1"; pwo->wo_attTextureTransformations[8].tt_strName = "Dummy 1";
pwo->wo_attTextureTransformations[9].tt_strName = "Dummy 2"; pwo->wo_attTextureTransformations[9].tt_strName = "Dummy 2";
pwo->wo_attTextureTransformations[10].tt_strName = "Dummy 3"; pwo->wo_attTextureTransformations[10].tt_strName = "Dummy 3";
pwo->wo_attTextureTransformations[11].tt_strName = "Water movement extremly slow"; pwo->wo_attTextureTransformations[11].tt_strName = "Water movement Extremely slow";
pwo->wo_attTextureTransformations[12].tt_strName = "Water movement very slow"; pwo->wo_attTextureTransformations[12].tt_strName = "Water movement very slow";
pwo->wo_attTextureTransformations[13].tt_strName = "Water movement slow"; pwo->wo_attTextureTransformations[13].tt_strName = "Water movement slow";
pwo->wo_attTextureTransformations[14].tt_strName = "Water movement normal"; pwo->wo_attTextureTransformations[14].tt_strName = "Water movement normal";
@ -308,15 +308,15 @@ void CWorldBase_OnWorldInit(CWorld *pwo)
pwo->wo_attTextureTransformations[35].tt_strName = "Rotation Right 9"; pwo->wo_attTextureTransformations[35].tt_strName = "Rotation Right 9";
pwo->wo_attTextureTransformations[36].tt_strName = "Rotation Right 10"; pwo->wo_attTextureTransformations[36].tt_strName = "Rotation Right 10";
pwo->wo_attTextureTransformations[37].tt_strName = "D Extremly Slow"; pwo->wo_attTextureTransformations[37].tt_strName = "D Extremely Slow";
pwo->wo_attTextureTransformations[38].tt_strName = "D Very Slow"; pwo->wo_attTextureTransformations[38].tt_strName = "D Very Slow";
pwo->wo_attTextureTransformations[39].tt_strName = "D Slow"; pwo->wo_attTextureTransformations[39].tt_strName = "D Slow";
pwo->wo_attTextureTransformations[40].tt_strName = "D Medium"; pwo->wo_attTextureTransformations[40].tt_strName = "D Medium";
pwo->wo_attTextureTransformations[41].tt_strName = "D Fast"; pwo->wo_attTextureTransformations[41].tt_strName = "D Fast";
pwo->wo_attTextureTransformations[42].tt_strName = "D Very Fast"; pwo->wo_attTextureTransformations[42].tt_strName = "D Very Fast";
pwo->wo_attTextureTransformations[43].tt_strName = "D Extremly Fast"; pwo->wo_attTextureTransformations[43].tt_strName = "D Extremely Fast";
pwo->wo_attTextureTransformations[44].tt_strName = "D Super Fast"; pwo->wo_attTextureTransformations[44].tt_strName = "D Super Fast";
pwo->wo_attTextureTransformations[45].tt_strName = "D Abnormaly Fast"; pwo->wo_attTextureTransformations[45].tt_strName = "D Abnormally Fast";
// static // static
pwo->wo_atbTextureBlendings[0].tb_strName = "Opaque"; pwo->wo_atbTextureBlendings[0].tb_strName = "Opaque";

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@ -23,7 +23,7 @@ event ESpawnSpray {
enum SprayParticlesType sptType, // type of particles enum SprayParticlesType sptType, // type of particles
FLOAT fDamagePower, // factor saying how powerfull damage has been FLOAT fDamagePower, // factor saying how powerfull damage has been
FLOAT fSizeMultiplier, // stretch factor FLOAT fSizeMultiplier, // stretch factor
FLOAT3D vDirection, // dammage direction FLOAT3D vDirection, // damage direction
CEntityPointer penOwner, // who spawned the spray CEntityPointer penOwner, // who spawned the spray
COLOR colCentralColor, // central color of particles that is randomized a little COLOR colCentralColor, // central color of particles that is randomized a little
FLOAT fLaunchPower, FLOAT fLaunchPower,
@ -39,7 +39,7 @@ properties:
1 enum SprayParticlesType m_sptType = SPT_NONE, // type of particles 1 enum SprayParticlesType m_sptType = SPT_NONE, // type of particles
2 FLOAT m_tmStarted = 0.0f, // time when spawned 2 FLOAT m_tmStarted = 0.0f, // time when spawned
3 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // dammage direction 3 FLOAT3D m_vDirection = FLOAT3D(0,0,0), // damage direction
5 CEntityPointer m_penOwner, // who spawned the spray 5 CEntityPointer m_penOwner, // who spawned the spray
6 FLOAT m_fDamagePower = 1.0f, // power of inflicted damage 6 FLOAT m_fDamagePower = 1.0f, // power of inflicted damage
8 FLOATaabbox3D m_boxSizedOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // bounding box of blood spray's owner 8 FLOATaabbox3D m_boxSizedOwner = FLOATaabbox3D(FLOAT3D(0,0,0), 0.01f), // bounding box of blood spray's owner

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@ -75,7 +75,7 @@ properties:
65 FLOAT m_fRotateSpeed "AR Rotate speed" 'S' = 180.0f, 65 FLOAT m_fRotateSpeed "AR Rotate speed" 'S' = 180.0f,
66 FLOAT m_fRotateTime "AR Rotate time" 'I' = 8.0f, 66 FLOAT m_fRotateTime "AR Rotate time" 'I' = 8.0f,
67 FLOAT m_fRadX "AR Radius X" 'X' = 8.0f, 67 FLOAT m_fRadX "AR Radius X" 'X' = 8.0f,
68 FLOAT m_fHeight "AR Height (controlls pitch)" 'H' = 4.0f, 68 FLOAT m_fHeight "AR Height (controls pitch)" 'H' = 4.0f,
69 FLOAT m_fRadZ "AR Radius Z" 'Z' = 8.0f, 69 FLOAT m_fRadZ "AR Radius Z" 'Z' = 8.0f,
70 CEntityPointer m_penAutoCameraEndTarget "Auto camera end target", 70 CEntityPointer m_penAutoCameraEndTarget "Auto camera end target",

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@ -105,7 +105,7 @@ properties:
80 COLOR m_colBurning = COLOR(C_WHITE|CT_OPAQUE), // color applied when burning 80 COLOR m_colBurning = COLOR(C_WHITE|CT_OPAQUE), // color applied when burning
90 enum DamageType m_dmtLastDamageType=DMT_CHAINSAW, 90 enum DamageType m_dmtLastDamageType=DMT_CHAINSAW,
91 FLOAT m_fChainSawCutDamage "Chain saw cut dammage" 'C' = 300.0f, 91 FLOAT m_fChainSawCutDamage "Chain saw cut damage" 'C' = 300.0f,
93 INDEX m_iFirstRandomAnimation "First random animation" 'R' = -1, 93 INDEX m_iFirstRandomAnimation "First random animation" 'R' = -1,
100 FLOAT m_fMaxTessellationLevel "Max tessellation level" = 0.0f, 100 FLOAT m_fMaxTessellationLevel "Max tessellation level" = 0.0f,
@ -227,7 +227,7 @@ functions:
{ {
EDeath eDeath; // we don't need any extra parameters EDeath eDeath; // we don't need any extra parameters
SendEvent(eDeath); SendEvent(eDeath);
//remember last dammage type //remember last damage type
m_dmtLastDamageType=dmtType; m_dmtLastDamageType=dmtType;
} }
} }
@ -290,7 +290,7 @@ functions:
{ {
EDeath eDeath; // we don't need any extra parameters EDeath eDeath; // we don't need any extra parameters
SendEvent(eDeath); SendEvent(eDeath);
//remember last dammage type //remember last damage type
m_dmtLastDamageType=dmtType; m_dmtLastDamageType=dmtType;
} }
} }

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@ -106,7 +106,7 @@ properties:
// 80 COLOR m_colBurning = COLOR(C_WHITE|CT_OPAQUE), // color applied when burning // 80 COLOR m_colBurning = COLOR(C_WHITE|CT_OPAQUE), // color applied when burning
// 90 enum DamageType m_dmtLastDamageType=DMT_CHAINSAW, // 90 enum DamageType m_dmtLastDamageType=DMT_CHAINSAW,
// 91 FLOAT m_fChainSawCutDamage "Chain saw cut dammage" 'C' = 300.0f, // 91 FLOAT m_fChainSawCutDamage "Chain saw cut damage" 'C' = 300.0f,
// 93 INDEX m_iFirstRandomAnimation "First random animation" 'R' = -1, // 93 INDEX m_iFirstRandomAnimation "First random animation" 'R' = -1,
100 FLOAT m_fMaxTessellationLevel "Max tessellation level" = 0.0f, 100 FLOAT m_fMaxTessellationLevel "Max tessellation level" = 0.0f,
@ -239,7 +239,7 @@ functions:
{ {
EDeath eDeath; // we don't need any extra parameters EDeath eDeath; // we don't need any extra parameters
SendEvent(eDeath); SendEvent(eDeath);
//remember last dammage type //remember last damage type
m_dmtLastDamageType=dmtType; m_dmtLastDamageType=dmtType;
} }
} }
@ -302,7 +302,7 @@ functions:
{ {
EDeath eDeath; // we don't need any extra parameters EDeath eDeath; // we don't need any extra parameters
SendEvent(eDeath); SendEvent(eDeath);
//remember last dammage type //remember last damage type
m_dmtLastDamageType=dmtType; m_dmtLastDamageType=dmtType;
} }
} }

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@ -6774,7 +6774,7 @@ procedures:
// if any found // if any found
if (penNextPlayer!=NULL) { if (penNextPlayer!=NULL) {
// transfer keys to that player // transfer keys to that player
CPrintF(TRANSV("%s leaving, all keys transfered to %s\n"), CPrintF(TRANSV("%s leaving, all keys transferred to %s\n"),
(const char*)m_strName, (const char*)penNextPlayer->GetPlayerName()); (const char*)m_strName, (const char*)penNextPlayer->GetPlayerName());
penNextPlayer->m_ulKeys |= m_ulKeys; penNextPlayer->m_ulKeys |= m_ulKeys;
} }

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@ -302,19 +302,19 @@ void SetPyramidMorphRoomAlpha(CWorld *pwo, INDEX iBlending, TIME tmActivated)
void CWorldBase_OnWorldInit(CWorld *pwo) void CWorldBase_OnWorldInit(CWorld *pwo)
{ {
pwo->wo_attTextureTransformations[0].tt_strName = "None"; pwo->wo_attTextureTransformations[0].tt_strName = "None";
pwo->wo_attTextureTransformations[1].tt_strName = "R Extremly Slow"; pwo->wo_attTextureTransformations[1].tt_strName = "R Extremely Slow";
pwo->wo_attTextureTransformations[2].tt_strName = "R Very Slow"; pwo->wo_attTextureTransformations[2].tt_strName = "R Very Slow";
pwo->wo_attTextureTransformations[3].tt_strName = "R Slow"; pwo->wo_attTextureTransformations[3].tt_strName = "R Slow";
pwo->wo_attTextureTransformations[4].tt_strName = "R Medium"; pwo->wo_attTextureTransformations[4].tt_strName = "R Medium";
pwo->wo_attTextureTransformations[5].tt_strName = "R Fast"; pwo->wo_attTextureTransformations[5].tt_strName = "R Fast";
pwo->wo_attTextureTransformations[6].tt_strName = "R Very Fast"; pwo->wo_attTextureTransformations[6].tt_strName = "R Very Fast";
pwo->wo_attTextureTransformations[7].tt_strName = "R Extremly Fast"; pwo->wo_attTextureTransformations[7].tt_strName = "R Extremely Fast";
pwo->wo_attTextureTransformations[8].tt_strName = "Dummy 1"; pwo->wo_attTextureTransformations[8].tt_strName = "Dummy 1";
pwo->wo_attTextureTransformations[9].tt_strName = "Dummy 2"; pwo->wo_attTextureTransformations[9].tt_strName = "Dummy 2";
pwo->wo_attTextureTransformations[10].tt_strName = "Dummy 3"; pwo->wo_attTextureTransformations[10].tt_strName = "Dummy 3";
pwo->wo_attTextureTransformations[11].tt_strName = "Water movement extremly slow"; pwo->wo_attTextureTransformations[11].tt_strName = "Water movement Extremely slow";
pwo->wo_attTextureTransformations[12].tt_strName = "Water movement very slow"; pwo->wo_attTextureTransformations[12].tt_strName = "Water movement very slow";
pwo->wo_attTextureTransformations[13].tt_strName = "Water movement slow"; pwo->wo_attTextureTransformations[13].tt_strName = "Water movement slow";
pwo->wo_attTextureTransformations[14].tt_strName = "Water movement normal"; pwo->wo_attTextureTransformations[14].tt_strName = "Water movement normal";
@ -344,15 +344,15 @@ void CWorldBase_OnWorldInit(CWorld *pwo)
pwo->wo_attTextureTransformations[35].tt_strName = "Rotation Right 9"; pwo->wo_attTextureTransformations[35].tt_strName = "Rotation Right 9";
pwo->wo_attTextureTransformations[36].tt_strName = "Rotation Right 10"; pwo->wo_attTextureTransformations[36].tt_strName = "Rotation Right 10";
pwo->wo_attTextureTransformations[37].tt_strName = "D Extremly Slow"; pwo->wo_attTextureTransformations[37].tt_strName = "D Extremely Slow";
pwo->wo_attTextureTransformations[38].tt_strName = "D Very Slow"; pwo->wo_attTextureTransformations[38].tt_strName = "D Very Slow";
pwo->wo_attTextureTransformations[39].tt_strName = "D Slow"; pwo->wo_attTextureTransformations[39].tt_strName = "D Slow";
pwo->wo_attTextureTransformations[40].tt_strName = "D Medium"; pwo->wo_attTextureTransformations[40].tt_strName = "D Medium";
pwo->wo_attTextureTransformations[41].tt_strName = "D Fast"; pwo->wo_attTextureTransformations[41].tt_strName = "D Fast";
pwo->wo_attTextureTransformations[42].tt_strName = "D Very Fast"; pwo->wo_attTextureTransformations[42].tt_strName = "D Very Fast";
pwo->wo_attTextureTransformations[43].tt_strName = "D Extremly Fast"; pwo->wo_attTextureTransformations[43].tt_strName = "D Extremely Fast";
pwo->wo_attTextureTransformations[44].tt_strName = "D Super Fast"; pwo->wo_attTextureTransformations[44].tt_strName = "D Super Fast";
pwo->wo_attTextureTransformations[45].tt_strName = "D Abnormaly Fast"; pwo->wo_attTextureTransformations[45].tt_strName = "D Abnormally Fast";
// static // static
pwo->wo_atbTextureBlendings[0].tb_strName = "Opaque"; pwo->wo_atbTextureBlendings[0].tb_strName = "Opaque";

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@ -5633,7 +5633,7 @@ void CNetworkStartMenu::Initialize_t(void)
// server visible trigger // server visible trigger
TRIGGER_MG(mgNetworkVisible, 7, TRIGGER_MG(mgNetworkVisible, 7,
mgNetworkMaxPlayers, mgNetworkGameOptions, TRANS("Server visible:"), astrNoYes); mgNetworkMaxPlayers, mgNetworkGameOptions, TRANS("Server visible:"), astrNoYes);
mgNetworkVisible.mg_strTip = TRANS("invisible servers are not listed, cleints have to join manually"); mgNetworkVisible.mg_strTip = TRANS("invisible servers are not listed, clients have to join manually");
// options button // options button
mgNetworkGameOptions.mg_strText = TRANS("Game options"); mgNetworkGameOptions.mg_strText = TRANS("Game options");