Picked up by Debian's Lintian package-checking tool.
Origin: vendor, Debian
else
chainfield = prog->fieldoffsets.chain;
if(chainfield < 0)
- prog->error_cmd("VM_findchain: %s doesnt have the specified chain field !", prog->name);
+ prog->error_cmd("VM_findchain: %s doesn't have the specified chain field !", prog->name);
chain = (prvm_edict_t *)prog->edicts;
l = (int)strlen(com_token) + 1;
if (cmd_tokenizebufferpos + l > CMD_TOKENIZELENGTH)
{
- Con_Printf("Cmd_TokenizeString: ran out of %i character buffer space for command arguements\n", CMD_TOKENIZELENGTH);
+ Con_Printf("Cmd_TokenizeString: ran out of %i character buffer space for command arguments\n", CMD_TOKENIZELENGTH);
break;
}
memcpy (cmd_tokenizebuffer + cmd_tokenizebufferpos, com_token, l);
vector(float entitynum, float fldnum) getentityvec = #504;
// description: allows to query parms from render entities, especially useful with attaching CSQC ents to
// server entities networked and interpolated by engine (monsters, players), number of entity is it's SVQC number
-// you can send it via tempentity/CSQC entity message. Note that this builtin doesnt know about entity removing/reallocating
-// so it's meaning to work for short period of time, dont use it on missiles/grenades whatever will be removed next five seconds
+// you can send it via tempentity/CSQC entity message. Note that this builtin doesn't know about entity removing/reallocating
+// so it's meaning to work for short period of time, don't use it on missiles/grenades whatever will be removed next five seconds
//DP_GFX_FONTS
//idea: Blub\0, divVerent
"loadfont console gfx/conchars,gfx/fallback 8 12 16 24 32\n"
"In many cases, 8 12 16 24 32 should be a good choice.\n"
"custom switches:\n"
- " scale x : scale all characters by this amount when rendering (doesnt change line height)\n"
+ " scale x : scale all characters by this amount when rendering (doesn't change line height)\n"
" voffset x : offset all chars vertical when rendering, this is multiplied to character height\n"
);
return;
{
rtexture_t *dyntexture;
// check whether its a dynamic texture
- // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
+ // this only needs to be done because Purge doesn't delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
dyntexture = CL_GetDynTexture( basename );
item->base = dyntexture; // either NULL or dyntexture handle
}
return;
}
- // dont do anything if the texture is already dirty (and make sure this *is* a dynamic texture after all!)
+ // don't do anything if the texture is already dirty (and make sure this *is* a dynamic texture after all!)
if (glt->flags & GLTEXF_DYNAMIC)
{
// mark it as dirty, so R_RealGetTexture gets called
if (request-- == 0) return M_QuitMessage("All your quit are","belong to long duck","dong",NULL,NULL,NULL,NULL,NULL);
if (request-- == 0) return M_QuitMessage("Press Y to quit","","But are you too legit?",NULL,NULL,NULL,NULL,NULL);
if (request-- == 0) return M_QuitMessage("This game was made by","e@chip-web.com","It is by far the best","game ever made.",NULL,NULL,NULL,NULL);
- if (request-- == 0) return M_QuitMessage("Even I really dont","know of a game better","Press Y to quit","like rougue chedder",NULL,NULL,NULL,NULL);
+ if (request-- == 0) return M_QuitMessage("Even I really don't","know of a game better","Press Y to quit","like rougue chedder",NULL,NULL,NULL,NULL);
if (request-- == 0) return M_QuitMessage("After you stop playing","tell the guys who made","counterstrike to just","kill themselves now",NULL,NULL,NULL,NULL);
if (request-- == 0) return M_QuitMessage("Press Y to exit to DOS","","SSH login as user Y","to exit to Linux",NULL,NULL,NULL,NULL);
if (request-- == 0) return M_QuitMessage("Press Y like you","were waanderers","from Ys'",NULL,NULL,NULL,NULL,NULL);
if (n == serverlist_cachecount)
{
- // LAN search doesnt require an answer from the master server so we wont
+ // LAN search doesn't require an answer from the master server so we wont
// know the ping nor will it be initialized already...
// find a slot
entry->query = SQS_QUERIED;
} else {
// convert to unsigned to catch the -1
- // I still dont like this but its better than the old 10000 magic ping number - as in easier to type and read :( [11/8/2007 Black]
+ // I still don't like this but its better than the old 10000 magic ping number - as in easier to type and read :( [11/8/2007 Black]
entry->info.ping = min((unsigned) entry->info.ping, (unsigned) pingtime);
serverreplycount++;
}
} prvm_required_field_t;
-// AK: I dont call it engine private cause it doesnt really belongs to the engine
+// AK: I don't call it engine private because it doesn't really belong to the engine,
// it belongs to prvm.
typedef struct prvm_edict_private_s
{
else
chainfield = prog->fieldoffsets.chain;
if (chainfield < 0)
- prog->error_cmd("VM_findchain: %s doesnt have the specified chain field !", prog->name);
+ prog->error_cmd("VM_findchain: %s doesn't have the specified chain field !", prog->name);
chain = prog->edicts;
else
chainfield = prog->fieldoffsets.chain;
if (chainfield < 0)
- prog->error_cmd("VM_findchain: %s doesnt have the specified chain field !", prog->name);
+ prog->error_cmd("VM_findchain: %s doesn't have the specified chain field !", prog->name);
chain = (prvm_edict_t *)prog->edicts;
else
chainfield = prog->fieldoffsets.chain;
if (chainfield < 0)
- prog->error_cmd("VM_findchain: %s doesnt have the specified chain field !", prog->name);
+ prog->error_cmd("VM_findchain: %s doesn't have the specified chain field !", prog->name);
chain = (prvm_edict_t *)prog->edicts;
/*
========================
VM_bufstr_get
-get a string from buffer, returns tempstring, dont str_unzone it!
+get a string from buffer, returns tempstring, don't str_unzone it!
string bufstr_get(float bufhandle, float string_index) = #465;
========================
*/
int i;
prvm_edict_t *e;
- // the client qc dont need maxclients
- // thus it doesnt need to use svs.maxclients
+ // the client qc doesn't need maxclients
+ // thus it doesn't need to use svs.maxclients
// AK: changed i=svs.maxclients+1
// AK: changed so the edict 0 wont spawn -> used as reserved/world entity
// although the menu/client has no world
*/
void PRVM_ED_Free(prvm_prog_t *prog, prvm_edict_t *ed)
{
- // dont delete the null entity (world) or reserved edicts
+ // don't delete the null entity (world) or reserved edicts
if (ed - prog->edicts <= prog->reserved_edicts)
return;
// lit sprite by lightgrid if it is not fullbright, lit only ambient
if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
+ VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites don't use lightdirection
// SPR_LABEL should not use depth test AT ALL
if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
else
Sbar_DrawXNum((154-3*24),12,cl.stats[STAT_HEALTH],3,24,0.6,0.7,0.8,1,0);
- // AK dont draw ammo for the laser
+ // AK don't draw ammo for the laser
if(cl.stats[STAT_ACTIVEWEAPON] != 12)
{
if (cl.stats[STAT_ITEMS] & NEX_IT_SHELLS)
else
chainfield = prog->fieldoffsets.chain;
if (chainfield < 0)
- prog->error_cmd("VM_findchain: %s doesnt have the specified chain field !", prog->name);
+ prog->error_cmd("VM_findchain: %s doesn't have the specified chain field !", prog->name);
chain = (prvm_edict_t *)prog->edicts;
void Sys_PrintToTerminal(const char *text);
void Sys_PrintfToTerminal(const char *fmt, ...);
-/// INFO: This is only called by Host_Shutdown so we dont need testing for recursion
+/// INFO: This is only called by Host_Shutdown so we don't need testing for recursion
void Sys_Shutdown (void);
void Sys_Quit (int returnvalue);
2 feature darkplaces client: decal clipping (romi)
2 feature darkplaces client: http download and parse http://www.gameaholic.com/servers/qspy-quake for nq servers (Spike)
2 feature darkplaces client: interpolate scale and alpha changes (Cheapy)
-2 feature darkplaces client: make CL_Video use TEXF_FRAGMENT again by adding general, transparent support for it in all drawqueue functions (so you dont need to call FragmentLocation) (Black)
+2 feature darkplaces client: make CL_Video use TEXF_FRAGMENT again by adding general, transparent support for it in all drawqueue functions (so you don't need to call FragmentLocation) (Black)
2 feature darkplaces image: add scaling capabilities to Image_CopyMux
2 feature darkplaces loader: add support for fuhquake naming of map textures (textures/start/quake.tga style)
2 feature darkplaces loader: implement vertex cache optimization of models during loading, see this paper: http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html (Dresk)
f feature dpmod: include .vis files for all id1 maps - this idea rejected due to lack of .vis support and download size
f hqbsp: CreateBrushFaces should use RadiusFromBounds for its rotation box code, but hmap is obsolete (Vic)
f optimization darkplaces renderer: change water distortion textures from multiple 2D textures to one 3D texture for smoother animation (Tomaz)
-f optimization darkplaces visibility: R_Q3BSP_RecursiveWorldNode should take clipflags parameter and do not cull a node against a plane if the parent node is totally on one side of the plane (Vic)
\ No newline at end of file
+f optimization darkplaces visibility: R_Q3BSP_RecursiveWorldNode should take clipflags parameter and do not cull a node against a plane if the parent node is totally on one side of the plane (Vic)
}
#if SDL_MAJOR_VERSION == 1
-// set the icon (we dont use SDL here since it would be too much a PITA)
+// set the icon (we don't use SDL here since it would be too much a PITA)
#ifdef WIN32
#include "resource.h"
#include <SDL_syswm.h>
}
}
-//TODO: move it around in vid_wgl.c since I dont think this is the right position
+//TODO: move it around in vid_wgl.c since I don't think this is the right position
void Sys_SendKeyEvents (void)
{
MSG msg;
cvar_t physics_ode_world_damping_angular_threshold = {0, "physics_ode_world_damping_angular_threshold", "0.1", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
cvar_t physics_ode_world_gravitymod = {0, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
cvar_t physics_ode_iterationsperframe = {0, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
-cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "0", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value"};
-cvar_t physics_ode_autodisable = {0, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
+cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "0", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses its own value"};
+cvar_t physics_ode_autodisable = {0, "physics_ode_autodisable", "1", "automatic disabling of objects which don't move for long period of time, makes object stacking a lot faster"};
cvar_t physics_ode_autodisable_steps = {0, "physics_ode_autodisable_steps", "10", "how many steps object should be dormant to be autodisabled"};
cvar_t physics_ode_autodisable_time = {0, "physics_ode_autodisable_time", "0", "how many seconds object should be dormant to be autodisabled"};
cvar_t physics_ode_autodisable_threshold_linear = {0, "physics_ode_autodisable_threshold_linear", "0.6", "body will be disabled if it's linear move below this value"};