Fix misspellings

This commit is contained in:
Rafael Fontenelle 2022-10-25 13:51:56 -03:00
parent 5c8ba9d3c2
commit cd14660307
40 changed files with 64 additions and 64 deletions

View file

@ -347,8 +347,8 @@ if(NOT MSVC AND NOT HAIKU)
add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wthread-safety-negative)
add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wsuggest-override)
add_linker_flag_if_supported(OUR_FLAGS_LINK -Wno-alloc-size-larger-than) # save.cpp with LTO
# add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wdouble-promotion) # Many occurences
# add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wnull-dereference) # Many occurences
# add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wdouble-promotion) # Many occurrences
# add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wnull-dereference) # Many occurrences
# add_cxx_compiler_flag_if_supported(OUR_FLAGS_OWN -Wuseless-cast) # TODO: Enable for C++ code except gtest
endif()

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@ -129,7 +129,7 @@ On Windows you need to install the Vulkan SDK and set the `VULKAN_SDK` environme
Default value is ON for Windows x86\_64 and Linux, and OFF for Windows x86 and macOS.
* **-GNinja** <br>
Use the Ninja build system instead of Make. This automatically parallizes the build and is generally faster. Compile with `ninja` instead of `make`. Install Ninja with `sudo apt install ninja-build` on Debian, `sudo pacman -S --needed ninja` on Arch Linux.
Use the Ninja build system instead of Make. This automatically parallelizes the build and is generally faster. Compile with `ninja` instead of `make`. Install Ninja with `sudo apt install ninja-build` on Debian, `sudo pacman -S --needed ninja` on Arch Linux.
* **-DCMAKE_CXX_LINK_FLAGS=[FLAGS]** <br>
Custom flags to set for compiler when linking. With clang++ as the compiler this can be [used to link](https://github.com/rui314/mold#how-to-use) with [mold](https://github.com/rui314/mold), speeds up linking by a factor of ~10:

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@ -9,7 +9,7 @@ set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} --preload-file data")
set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} --allow-multiple-definition -Wl,--shared-memory,--no-check-features")
# TODO
#set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} -lwebsocket.js -s PROXY_POSIX_SOCKETS=1")
# use Web Assmebly & a WebGL2 comptatible GLES3 implementation
# use Web Assembly & a WebGL2 compatible GLES3 implementation
set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} -s WASM=1")
set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} -s USE_WEBGL2=1")
set(WASM_ENGINE_FLAGS "${WASM_ENGINE_FLAGS} -s FULL_ES3=1")

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@ -17,7 +17,7 @@ void main()
float OutlineBlend = (1.0 - textColor.a);
// since the outline is always black, or even if it has decent colors, it can be just added to the actual color
// without loosing any or too much color
// without losing any or too much color
// lerp isn't commutative, so add the color the fragment looses by lerping
// this reduces the chance of false color calculation if the text is transparent

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@ -23,7 +23,7 @@ void main()
float OutlineBlend = (1.0 - textColor.a);
// since the outline is always black, or even if it has decent colors, it can be just added to the actual color
// without loosing any or too much color
// without losing any or too much color
// lerp isn't commutative, so add the color the fragment looses by lerping
// this reduces the chance of false color calculation if the text is transparent

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@ -582,7 +582,7 @@ weapon.visual_size.Set(64)
weapon.offsetx.Set(32)
weapon.offsety.Set(4)
# the number after the plus sign is the sprite scale, which is calculated for all sprites ( w / sqrt(w² * h²) ) of the additionally added x offset, which is added now,
# since the muzzle image is 32 pixels bigger, devided by 2, because a sprite's position is always at the center of the sprite image itself
# since the muzzle image is 32 pixels bigger, divided by 2, because a sprite's position is always at the center of the sprite image itself
# => the offset added, bcs the sprite is bigger now, but should not be shifted to the left
# => 96 / sqrt(64×64+96×96) (the original sprite scale)
# => 64 × original sprite scale (the actual size of the sprite ingame see weapon.visual_size above)

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@ -17,7 +17,7 @@
</style>
</head>
<body>
<canvas class="game" id="canvas" widht="100%" height="100%" oncontextmenu="event.preventDefault()"></canvas>
<canvas class="game" id="canvas" width="100%" height="100%" oncontextmenu="event.preventDefault()"></canvas>
<p id="output"></p>
<script>
var Module = {

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@ -1,7 +1,7 @@
Requirements for building:
==========================
- Android NDK (tested with NDK 23), must be in the same location in which Android studio would unpack it (~/Android/Sdk/ndk/)
atleast version 23
at least version 23
- Android SDK build tools
version 30.0.3
- ddnet-libs with Android libs

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@ -22,7 +22,7 @@ function make_opusfile() {
(
cd "$1" || exit 1
if [[ "$_EXISTS_PROJECT" == 0 ]]; then
#not nice but doesnt matter
#not nice but doesn't matter
cp -R ../../ogg/include .
cp -R ../../opus/include .
cp -R ../../ogg/"$2"/include/ogg/* include/ogg/

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@ -7,9 +7,9 @@ about how to use the scripts.
You can start by analyzing the current languages using analyze.py
$ ./analyze.py
analyze.py outputs serveral columns. The column 'total' is the number of
analyze.py outputs several columns. The column 'total' is the number of
translations in the file. 'empty' is the number of untranslated phrases in the
file. The 2nd and 3rd columns are calculated by looking into the source. The scirpt
file. The 2nd and 3rd columns are calculated by looking into the source. The script
searches through the source for all phrases. 'missing' is the number of phrases in
the source but not in the file. 'unused' is the number of phrases in the file but
not in the source.

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@ -84,7 +84,7 @@ def main():
print("You can use the following commands to import the entries to MySQL (using https://github.com/techouse/sqlite3-to-mysql/):")
print()
print(f"sqlite3mysql --sqlite-file {os.path.abspath(args.to)} --ignore-duplicate-keys --mysql-insert-method IGNORE --sqlite-tables record_race record_teamrace record_saves --mysql-password 'PW2' --mysql-host 'host' --mysql-database teeworlds --mysql-user teeworlds")
print(f"When the ranks are transfered successfully to mysql, {os.path.abspath(args.to)} can be removed")
print(f"When the ranks are transferred successfully to mysql, {os.path.abspath(args.to)} can be removed")
print()
print("Log of the transfer:")
print()

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@ -580,7 +580,7 @@ void thread_detach(void *thread);
* @param user Pointer to pass to the thread.
* @param name Name describing the use of the thread
*
* @return The thread if no error occured, 0 on error.
* @return The thread if no error occurred, 0 on error.
*/
void *thread_init_and_detach(void (*threadfunc)(void *), void *user, const char *name);
@ -1201,7 +1201,7 @@ void str_utf8_truncate(char *dst, int dst_size, const char *src, int truncation_
* counting the zero termination).
*
* @remark The strings are treated as zero-terminated strings.
* @remark Garantees that dst string will contain zero-termination.
* @remark Guarantees that dst string will contain zero-termination.
*/
void str_truncate(char *dst, int dst_size, const char *src, int truncation_len);
@ -1588,7 +1588,7 @@ const char *str_find_nocase(const char *haystack, const char *needle);
const char *str_find(const char *haystack, const char *needle);
/**
* Finds the last occurance of a character
* Finds the last occurrence of a character
*
* @ingroup Strings
*

View file

@ -7,7 +7,7 @@
class CSemaphore
{
SEMAPHORE m_Sem;
// implement the counter seperatly, because the `sem_getvalue`-API is
// implement the counter separately, because the `sem_getvalue`-API is
// deprecated on macOS: https://stackoverflow.com/a/16655541
std::atomic_int m_Count{0};

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@ -183,7 +183,7 @@ void CGLSLCompiler::ParseLine(std::string &Line, const char *pReadLine, EGLSLSha
Line.append(pBuff);
return;
}
// since GLES doesnt support texture LOD bias as global state, use the shader function instead(since GLES 3.0 uses shaders only anyway)
// since GLES doesn't support texture LOD bias as global state, use the shader function instead(since GLES 3.0 uses shaders only anyway)
else if(str_comp(aTmpStr, "texture") == 0)
{
Line.append("texture");

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@ -21,7 +21,7 @@
#else
#include <GLES3/gl3.h>
#define GL_TEXTURE_2D_ARRAY_EXT GL_TEXTURE_2D_ARRAY
// GLES doesnt support GL_QUADS, but the code is also never executed
// GLES doesn't support GL_QUADS, but the code is also never executed
#define GL_QUADS GL_TRIANGLES
#ifndef CONF_BACKEND_OPENGL_ES3
#include <GLES/gl.h>

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@ -1062,7 +1062,7 @@ private:
// must be calculated when the buffer gets filled
size_t m_EstimatedRenderCallCount = 0;
// usefull data
// useful data
VkBuffer m_Buffer;
size_t m_BufferOff;
std::array<SDeviceDescriptorSet, 2> m_aDescriptors;
@ -1095,7 +1095,7 @@ private:
protected:
/************************
* ERROR MANAGMENT
* ERROR MANAGEMENT
************************/
char m_aError[1024];
@ -1149,7 +1149,7 @@ protected:
dbg_msg("vulkan", "surface lost");
break;
/*case VK_ERROR_FULL_SCREEN_EXCLUSIVE_MODE_LOST_EXT:
dbg_msg("vulkan", "fullscreen exlusive mode lost");
dbg_msg("vulkan", "fullscreen exclusive mode lost");
break;*/
case VK_ERROR_INCOMPATIBLE_DRIVER:
pCriticalError = "no compatible driver found. Vulkan 1.1 is required.";
@ -1496,7 +1496,7 @@ protected:
}
/************************
* MEMORY MANAGMENT
* MEMORY MANAGEMENT
************************/
bool AllocateVulkanMemory(const VkMemoryAllocateInfo *pAllocateInfo, VkDeviceMemory *pMemory)
@ -3711,14 +3711,14 @@ public:
uint32_t DevPropCount = 0;
if(vkEnumerateDeviceExtensionProperties(m_VKGPU, NULL, &DevPropCount, NULL) != VK_SUCCESS)
{
SetError("Querying logical device extension propterties failed.");
SetError("Querying logical device extension properties failed.");
return false;
}
std::vector<VkExtensionProperties> vDevPropList(DevPropCount);
if(vkEnumerateDeviceExtensionProperties(m_VKGPU, NULL, &DevPropCount, vDevPropList.data()) != VK_SUCCESS)
{
SetError("Querying logical device extension propterties failed.");
SetError("Querying logical device extension properties failed.");
return false;
}
@ -5442,7 +5442,7 @@ public:
}
/************************
* MEMORY MANAGMENT
* MEMORY MANAGEMENT
************************/
uint32_t FindMemoryType(VkPhysicalDevice PhyDevice, uint32_t TypeFilter, VkMemoryPropertyFlags Properties)

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@ -333,7 +333,7 @@ static bool BackendInitGlew(EBackendType BackendType, int &GlewMajor, int &GlewM
return true;
}
#endif
// Don't allow GL 3.3, if the driver doesn't support atleast OpenGL 4.5
// Don't allow GL 3.3, if the driver doesn't support at least OpenGL 4.5
#ifndef CONF_FAMILY_WINDOWS
if(GLEW_VERSION_4_4)
{
@ -622,7 +622,7 @@ void CGraphicsBackend_SDL_GL::ClampDriverVersion(EBackendType BackendType)
g_Config.m_GfxGLMinor = 0;
g_Config.m_GfxGLPatch = 0;
// GLES also doesnt know GL_QUAD
// GLES also doesn't know GL_QUAD
g_Config.m_GfxQuadAsTriangle = 1;
}
#else
@ -1425,7 +1425,7 @@ bool CGraphicsBackend_SDL_GL::ResizeWindow(int w, int h, int RefreshRate)
SetMode.refresh_rate = RefreshRate;
SDL_SetWindowDisplayMode(m_pWindow, SDL_GetClosestDisplayMode(g_Config.m_GfxScreen, &SetMode, &ClosestMode));
#ifdef CONF_FAMILY_WINDOWS
// now change it back to fullscreen, this will restore the above set state, bcs SDL saves fullscreen modes appart from other video modes (as of SDL 2.0.16)
// now change it back to fullscreen, this will restore the above set state, bcs SDL saves fullscreen modes apart from other video modes (as of SDL 2.0.16)
// see implementation of SDL_SetWindowDisplayMode
SetWindowParams(1, false, true);
#endif

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@ -149,7 +149,7 @@ public:
bool RunCommand(const CCommandBuffer::SCommand *pBaseCommand);
};
// command processor impelementation, uses the fragments to combine into one processor
// command processor implementation, uses the fragments to combine into one processor
class CCommandProcessor_SDL_GL : public CGraphicsBackend_Threaded::ICommandProcessor
{
class CCommandProcessorFragment_GLBase *m_pGLBackend;

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@ -73,7 +73,7 @@ public:
enum ECommandBufferCMD
{
// commadn groups
// command groups
CMDGROUP_CORE = 0, // commands that everyone has to implement
CMDGROUP_PLATFORM_GL = 10000, // commands specific to a platform
CMDGROUP_PLATFORM_SDL = 20000,
@ -364,7 +364,7 @@ public:
SCommand_RenderTileLayer() :
SCommand(CMD_RENDER_TILE_LAYER) {}
SState m_State;
SColorf m_Color; // the color of the whole tilelayer -- already envelopped
SColorf m_Color; // the color of the whole tilelayer -- already enveloped
// the char offset of all indices that should be rendered, and the amount of renders
char **m_pIndicesOffsets;
@ -379,7 +379,7 @@ public:
SCommand_RenderBorderTile() :
SCommand(CMD_RENDER_BORDER_TILE) {}
SState m_State;
SColorf m_Color; // the color of the whole tilelayer -- already envelopped
SColorf m_Color; // the color of the whole tilelayer -- already enveloped
char *m_pIndicesOffset; // you should use the command buffer data to allocate vertices for this command
unsigned int m_DrawNum;
int m_BufferContainerIndex;
@ -394,7 +394,7 @@ public:
SCommand_RenderBorderTileLine() :
SCommand(CMD_RENDER_BORDER_TILE_LINE) {}
SState m_State;
SColorf m_Color; // the color of the whole tilelayer -- already envelopped
SColorf m_Color; // the color of the whole tilelayer -- already enveloped
char *m_pIndicesOffset; // you should use the command buffer data to allocate vertices for this command
unsigned int m_IndexDrawNum;
unsigned int m_DrawNum;

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@ -13,7 +13,7 @@
//print >>f, "int inp_key_code(const char *key_name) { int i; if (!strcmp(key_name, \"-?-\")) return -1; else for (i = 0; i < 512; i++) if (!strcmp(key_strings[i], key_name)) return i; return -1; }"
// this header is protected so you don't include it from anywere
// this header is protected so you don't include it from anywhere
#define KEYS_INCLUDE
#include "keynames.h"
#undef KEYS_INCLUDE

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@ -1368,7 +1368,7 @@ public:
CheckSelectionStart(true, pCursor->m_ReleaseMouseX, pCursor->m_ReleaseMouseY, SelectionEndChar, SelectionUsedRelease, std::numeric_limits<float>::lowest(), 0, CharX, CharWidth, TmpY);
}
// if selection didn't start and the mouse pos is atleast on 50% of the right side of the character start
// if selection didn't start and the mouse pos is at least on 50% of the right side of the character start
CheckSelectionStart(false, pCursor->m_PressMouseX, pCursor->m_PressMouseY, SelectionStartChar, SelectionUsedPress, LastCharX, LastCharWidth, CharX, CharWidth, TmpY);
CheckSelectionStart(false, pCursor->m_ReleaseMouseX, pCursor->m_ReleaseMouseY, SelectionEndChar, SelectionUsedRelease, LastCharX, LastCharWidth, CharX, CharWidth, TmpY);
CheckSelectionEnd(false, pCursor->m_ReleaseMouseX, pCursor->m_ReleaseMouseY, SelectionEndChar, SelectionUsedRelease, CharX, CharWidth, TmpY);

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@ -33,7 +33,7 @@ static void Dilate(int w, int h, int BPP, unsigned char *pSrc, unsigned char *pD
{
for(int p = 0; p < BPP - 1; ++p)
// Seems safe for BPP = 3, 4 which we use. clang-analyzer seems to
// asssume being called with larger value. TODO: Can make this
// assume being called with larger value. TODO: Can make this
// safer anyway.
aSumOfOpaque[p] += pSrc[k + p]; // NOLINT(clang-analyzer-core.uninitialized.Assign)
++Counter;

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@ -30,7 +30,7 @@ public: \
\
private:
// This kernel thingie makes the structure very flat and basiclly singletons.
// This kernel thingie makes the structure very flat and basically singletons.
// I'm not sure if this is a good idea but it works for now.
class IKernel
{

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@ -645,7 +645,7 @@ void CMysqlConnection::GetString(int Col, char *pBuffer, int BufferSize)
}
if(Error)
{
dbg_assert(0, "error getting string: truncation occured");
dbg_assert(0, "error getting string: truncation occurred");
}
}
@ -677,7 +677,7 @@ int CMysqlConnection::GetBlob(int Col, unsigned char *pBuffer, int BufferSize)
}
if(Error)
{
dbg_assert(0, "error getting blob: truncation occured");
dbg_assert(0, "error getting blob: truncation occurred");
}
return Length;
}

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@ -656,7 +656,7 @@ bool CRegister::OnPacket(const CNetChunk *pPacket)
const char *pToken = Unpacker.GetString(0);
if(Unpacker.Error())
{
log_error("register", "got errorneous challenge packet from master");
log_error("register", "got erroneous challenge packet from master");
return true;
}

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@ -1544,7 +1544,7 @@ void CServer::ProcessClientPacket(CNetChunk *pPacket)
}
else
{
CMsgPacker Msgp(4, true, true); //NETMSG_SERVERINFO //TODO: Import the shared protocol from 7 aswell
CMsgPacker Msgp(4, true, true); //NETMSG_SERVERINFO //TODO: Import the shared protocol from 7 as well
GetServerInfoSixup(&Msgp, -1, false);
SendMsg(&Msgp, MSGFLAG_VITAL | MSGFLAG_FLUSH, ClientID);
}
@ -2286,7 +2286,7 @@ void CServer::UpdateServerInfo(bool Resend)
SendServerInfo(m_NetServer.ClientAddr(i), -1, SERVERINFO_INGAME, false);
else
{
CMsgPacker Msg(4, true, true); //NETMSG_SERVERINFO //TODO: Import the shared protocol from 7 aswell
CMsgPacker Msg(4, true, true); //NETMSG_SERVERINFO //TODO: Import the shared protocol from 7 as well
GetServerInfoSixup(&Msg, -1, false);
SendMsg(&Msg, MSGFLAG_VITAL | MSGFLAG_FLUSH, i);
}

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@ -523,7 +523,7 @@ public:
CONNECTIVITY GetConnectivity(int NetType, NETADDR *pGlobalAddr);
};
// TODO: both, fix these. This feels like a junk class for stuff that doesn't fit anywere
// TODO: both, fix these. This feels like a junk class for stuff that doesn't fit anywhere
class CNetBase
{
static IOHANDLE ms_DataLogSent;

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@ -97,7 +97,7 @@ void CItems::RenderProjectile(const CProjectileData *pCurrent, int ItemID)
vec2 Vel = Pos - PrevPos;
// add particle for this projectile
// don't check for validity of the projectile for the current weapon here, so particle effects are rendered for mod compability
// don't check for validity of the projectile for the current weapon here, so particle effects are rendered for mod compatibility
if(CurWeapon == WEAPON_GRENADE)
{
m_pClient->m_Effects.SmokeTrail(Pos, Vel * -1, Alpha);

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@ -47,7 +47,7 @@ public:
unsigned int m_HSVColor;
};
// compnent to fetch keypresses, override all other input
// component to fetch keypresses, override all other input
class CMenusKeyBinder : public CComponent
{
public:

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@ -81,7 +81,7 @@ void CParticles::Update(float TimePassed)
static float FrictionFraction = 0;
FrictionFraction += TimePassed;
if(FrictionFraction > 2.0f) // safety messure
if(FrictionFraction > 2.0f) // safety measure
FrictionFraction = 0;
int FrictionCount = 0;

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@ -150,7 +150,7 @@ void CGameClient::OnConsoleInit()
m_vpInput.insert(m_vpInput.end(), {&CMenus::m_Binder, // this will take over all input when we want to bind a key
&m_Binds.m_SpecialBinds,
&m_GameConsole,
&m_Chat, // chat has higher prio due to tha you can quit it by pressing esc
&m_Chat, // chat has higher prio, due to that you can quit it by pressing esc
&m_Motd, // for pressing esc to remove it
&m_Menus,
&m_Spectator,
@ -354,8 +354,8 @@ void CGameClient::OnInit()
m_MapImages.SetTextureScale(g_Config.m_ClTextEntitiesSize);
// Agressively try to grab window again since some Windows users report
// window not being focussed after starting client.
// Aggressively try to grab window again since some Windows users report
// window not being focused after starting client.
Graphics()->SetWindowGrab(true);
CChecksumData *pChecksum = Client()->ChecksumData();
@ -1192,7 +1192,7 @@ void CGameClient::OnNewSnapshot()
Client.m_SpecCharPresent = false;
}
// go trough all the items in the snapshot and gather the info we want
// go through all the items in the snapshot and gather the info we want
{
m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;

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@ -504,7 +504,7 @@ void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput)
// skip the input if chat is active
if(!GameWorld()->m_WorldConfig.m_BugDDRaceInput && pNewInput->m_PlayerFlags & PLAYERFLAG_CHATTING)
{
// save reseted input
// save the reset input
mem_copy(&m_SavedInput, &m_Input, sizeof(m_SavedInput));
return;
}

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@ -245,7 +245,7 @@ void CRenderTools::GetRenderTeeOffsetToRenderedTee(CAnimState *pAnim, CTeeRender
float MinY = -32.0f * AssumedScale;
// the body pos shifts the body away from center
MinY += BodyPos.y;
// the actual body is smaller tho, bcs it doesnt use the full skin image in most cases
// the actual body is smaller though, because it doesn't use the full skin image in most cases
MinY += BodyOffset.y;
vec2 FeetOffset;
@ -255,13 +255,13 @@ void CRenderTools::GetRenderTeeOffsetToRenderedTee(CAnimState *pAnim, CTeeRender
// MaxY builds up from the MinY
float MaxY = MinY + BodyHeight;
// if the body is smaller than the total feet offset, use feet
// since feets are smaller in height, respect the assumed relative position
// since feet are smaller in height, respect the assumed relative position
MaxY = maximum(MaxY, (-16.0f * AssumedScale + FeetPos.y) + FeetOffset.y + FeetHeight);
// now we got the full rendered size
float FullHeight = (MaxY - MinY);
// next step is to calculate the offset that was created compared to the assumed relative positon
// next step is to calculate the offset that was created compared to the assumed relative position
float MidOfRendered = MinY + FullHeight / 2.0f;
// TODO: x coordinate is ignored for now, bcs it's not really used yet anyway

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@ -2484,7 +2484,7 @@ void CEditor::DoMapEditor(CUIRect View)
}
else
{
// pick a type of layers to edit, prefering Tiles layers.
// pick a type of layers to edit, preferring Tiles layers.
int EditingType = -1;
for(size_t i = 0; i < m_vSelectedLayers.size(); i++)
{

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@ -1028,7 +1028,7 @@ int CEditor::Append(const char *pFileName, int StorageType)
if(!Err)
return Err;
// modify indecies
// modify indices
gs_ModifyAddAmount = m_Map.m_vpImages.size();
NewMap.ModifyImageIndex(ModifyAdd);

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@ -1209,7 +1209,7 @@ void CCharacter::Snap(int SnappingClient)
pDDNetCharacter->m_TeleCheckpoint = m_TeleCheckpoint;
pDDNetCharacter->m_StrongWeakID = m_StrongWeakID;
// Display Informations
// Display Information
pDDNetCharacter->m_JumpedTotal = m_Core.m_JumpedTotal;
pDDNetCharacter->m_NinjaActivationTick = m_Core.m_Ninja.m_ActivationTick;
pDDNetCharacter->m_FreezeStart = m_Core.m_FreezeStart;

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@ -379,7 +379,7 @@ bool CProjectile::FillExtraInfo(CNetObj_DDNetProjectile *pProj)
//If the modified data would be too large to fit in an integer, send normal data instead
return false;
}
//Send additional/modified info, by modifiying the fields of the netobj
//Send additional/modified info, by modifying the fields of the netobj
float Angle = -atan2f(m_Direction.x, m_Direction.y);
int Data = 0;

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@ -135,7 +135,7 @@ public:
void Load(int Team, bool KeepCurrentWeakStrong);
CSaveTee *m_pSavedTees;
// returns true if an error occured
// returns true if an error occurred
static bool HandleSaveError(int Result, int ClientID, CGameContext *pGameContext);
private:

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@ -156,7 +156,7 @@ MACRO_CONFIG_INT(ClDummyResetOnSwitch, cl_dummy_resetonswitch, 0, 0, 2, CFGFLAG_
MACRO_CONFIG_INT(ClDummyRestoreWeapon, cl_dummy_restore_weapon, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE | CFGFLAG_INSENSITIVE, "Whether dummy should switch to last weapon after hammerfly")
MACRO_CONFIG_INT(ClDummyCopyMoves, cl_dummy_copy_moves, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_INSENSITIVE, "Whether dummy should copy your moves")
// more controlable dummy command
// more controllable dummy command
MACRO_CONFIG_INT(ClDummyControl, cl_dummy_control, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_INSENSITIVE, "Whether can you control dummy at the same time (cl_dummy_jump, cl_dummy_fire, cl_dummy_hook)")
MACRO_CONFIG_INT(ClDummyJump, cl_dummy_jump, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_INSENSITIVE, "Whether dummy is jumping (requires cl_dummy_control 1)")
MACRO_CONFIG_INT(ClDummyFire, cl_dummy_fire, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_INSENSITIVE, "Whether dummy is firing (requires cl_dummy_control 1)")

View file

@ -91,7 +91,7 @@ bool CreatePixelArt(const char aFilenames[3][64], const int aLayerID[2], const i
SaveOutputMap(InputMap, OutputMap, pQuadLayer, ItemNumber, pQuads, ((int)sizeof(CQuad)) * (pQuadLayer->m_NumQuads + 1));
delete[] pQuads;
dbg_msg("map_create_pixelart", "INFO: sucessfully added %d new pixelart quads.", QuadsCounter);
dbg_msg("map_create_pixelart", "INFO: successfully added %d new pixelart quads.", QuadsCounter);
return true;
}
@ -280,12 +280,12 @@ CMapItemLayerQuads *GetQuadLayer(CDataFileReader &InputMap, const int aLayerID[2
return (CMapItemLayerQuads *)pLayerItem;
}
CQuad CreateNewQuad(const float PosX, const float PosY, const int Width, const int Heigth, const uint8_t aColor[4], const int aForcedPivot[2] = 0x0)
CQuad CreateNewQuad(const float PosX, const float PosY, const int Width, const int Height, const uint8_t aColor[4], const int aForcedPivot[2] = 0x0)
{
CQuad Quad;
Quad.m_PosEnv = Quad.m_ColorEnv = -1;
Quad.m_PosEnvOffset = Quad.m_ColorEnvOffset = 0;
float x = f2fx(PosX), y = f2fx(PosY), w = f2fx(Width / 2.f), h = f2fx(Heigth / 2.f);
float x = f2fx(PosX), y = f2fx(PosY), w = f2fx(Width / 2.f), h = f2fx(Height / 2.f);
for(int i = 0; i < 2; i++)
{