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authorZack Middleton <zturtleman@gmail.com>2012-06-18 16:32:03 +0000
committerTim Angus <tim@ngus.net>2013-01-12 20:32:29 +0000
commit1d94de45354ebb309ecba126a2c5a4a648bdaf3f (patch)
treed545ec1482cd1a3d8dacb55e629e6ccdce35e9a5 /src
parent3a8f5c5225a6eefb1613f082c078670c643cc7e8 (diff)
REFACTOR [reletive -> relative]
From /dev/humancontroller.
Diffstat (limited to 'src')
-rw-r--r--src/client/snd_public.h4
-rw-r--r--src/qcommon/files.c4
-rw-r--r--src/qcommon/q_shared.h2
-rw-r--r--src/qcommon/qcommon.h2
-rw-r--r--src/renderer/tr_flares.c2
-rw-r--r--src/renderer/tr_shader.c2
6 files changed, 8 insertions, 8 deletions
diff --git a/src/client/snd_public.h b/src/client/snd_public.h
index 193f89ee..837f0f03 100644
--- a/src/client/snd_public.h
+++ b/src/client/snd_public.h
@@ -46,8 +46,8 @@ void S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocit
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
diff --git a/src/qcommon/files.c b/src/qcommon/files.c
index b8a70a22..ff5ab8e2 100644
--- a/src/qcommon/files.c
+++ b/src/qcommon/files.c
@@ -50,7 +50,7 @@ The "base path" is the path to the directory holding all the game directories an
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
@@ -1874,7 +1874,7 @@ void FS_FreeFile( void *buffer ) {
============
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 ) {
diff --git a/src/qcommon/q_shared.h b/src/qcommon/q_shared.h
index 9f4b3fdb..bfdec394 100644
--- a/src/qcommon/q_shared.h
+++ b/src/qcommon/q_shared.h
@@ -1222,7 +1222,7 @@ typedef struct playerState_s {
int weaponAnim; // 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
diff --git a/src/qcommon/qcommon.h b/src/qcommon/qcommon.h
index 838087b7..868bf43a 100644
--- a/src/qcommon/qcommon.h
+++ b/src/qcommon/qcommon.h
@@ -771,7 +771,7 @@ typedef enum {
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;
diff --git a/src/renderer/tr_flares.c b/src/renderer/tr_flares.c
index 8fc8265f..b62523d3 100644
--- a/src/renderer/tr_flares.c
+++ b/src/renderer/tr_flares.c
@@ -30,7 +30,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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.
diff --git a/src/renderer/tr_shader.c b/src/renderer/tr_shader.c
index 6bbaa8ca..6226d020 100644
--- a/src/renderer/tr_shader.c
+++ b/src/renderer/tr_shader.c
@@ -1941,7 +1941,7 @@ static void FixRenderCommandList( int newShader ) {
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