Fix spello "targett"

This commit is contained in:
Jan Engelhardt 2024-09-03 12:26:47 +02:00
parent edbde82918
commit 1036c3c677
6 changed files with 19 additions and 19 deletions

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@ -64,7 +64,7 @@
*
* 125 5/20/99 1:15a Chris
* Improved BNode Path Following for end points on the path. Fixed bugs
* with non-auto targetting
* with non-auto targeting
*
* 124 5/18/99 10:57a Chris
* Various bug fixes

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@ -36,7 +36,7 @@
* Bail from anim update if no anim data.
*
* 477 11/02/99 12:17p Chris
* Improved the targetting code (no max dist when in the same room as
* Improved the targeting code (no max dist when in the same room as
* target)
*
* 476 10/24/99 10:46p Chris
@ -81,7 +81,7 @@
* He now only dodges player shots
*
* 463 7/26/99 1:16p Chris
* GB now dodges player (and targetted robot) shots
* GB now dodges player (and targeted robot) shots
*
* 462 5/24/99 3:23p Chris
* Fixed team anarchy bug.
@ -114,7 +114,7 @@
*
* 453 5/20/99 1:15a Chris
* Improved BNode Path Following for end points on the path. Fixed bugs
* with non-auto targetting
* with non-auto targeting
*
* 452 5/19/99 2:16a Chris
* Fixed gunboys in coop (will not fire on teammates now)
@ -627,7 +627,7 @@
*
* 298 12/03/98 2:31p Chris
* The auto-avoid friends flag is now cooler now (they avoid at greater
* distances when they are within thier circle distance from a targetted
* distances when they are within thier circle distance from a targeted
* enemy)
*
* 297 12/03/98 12:24p Chris
@ -814,7 +814,7 @@
* 239 9/30/98 4:40p Chris
*
* 238 9/30/98 4:36p Chris
* Fixed a targetting bug
* Fixed a targeting bug
*
* 237 9/30/98 3:49p Chris
* Changed comment
@ -825,7 +825,7 @@
* same as prev
*
* 234 9/28/98 7:03p Chris
* Improved targetting of objects by AIs
* Improved targeting of objects by AIs
*
* 233 9/28/98 6:23p Chris
* Changed multi_anim to custom_anim
@ -834,7 +834,7 @@
* Added birth animations
*
* 231 9/28/98 1:15p Chris
* Fixed the targetting of parents(oops) after parent-collide-timeout
* Fixed the targeting of parents(oops) after parent-collide-timeout
*
* 230 9/28/98 10:34a Chris
* Fixed a semi-colon bug
@ -905,7 +905,7 @@
* 208 7/28/98 5:41p Chris
*
* 207 7/28/98 5:04p Chris
* Added some new multiplayer support (for dodging and targetting)
* Added some new multiplayer support (for dodging and targeting)
*
* 206 7/24/98 6:06p Chris
* Initial robot leading code -- needs multiple wb support
@ -1075,7 +1075,7 @@
* Print the notify number a robot gets when it is invalid
*
* 148 5/20/98 10:22a Chris
* Improved targetting stuff
* Improved targeting stuff
*
* 147 5/20/98 10:19a Chris
* Fixed some bugs with status_reg's and circle distance
@ -5708,12 +5708,12 @@ bool AIObjFriend(object *obj, object *target) {
int team = AIGetTeam(obj);
int t_team = AIGetTeam(target);
// If this object is targetting you - it is your enemy
// If this object is targeting you - it is your enemy
if ((target->control_type == CT_AI) && (target->ai_info->target_handle == obj->handle)) {
return false;
}
// If its neutral and not targetting you -- its not an enemy (unless your hostile)
// If its neutral and not targeting you -- its not an enemy (unless your hostile)
if (team == AIF_TEAM_HOSTILE)
return false;
@ -5772,7 +5772,7 @@ bool AIObjEnemy(object *obj, object *target) {
int team = AIGetTeam(obj);
int t_team = AIGetTeam(target);
// If this object is targetting you - it is your enemy
// If this object is targeting you - it is your enemy
if ((target->control_type == CT_AI) && (target->ai_info->target_handle == obj->handle)) {
return true;
}
@ -5782,7 +5782,7 @@ bool AIObjEnemy(object *obj, object *target) {
return false;
}
// If its neutral and not targetting you -- its not an enemy (unless your hostile)
// If its neutral and not targeting you -- its not an enemy (unless your hostile)
if ((team != AIF_TEAM_HOSTILE) && (t_team == AIF_TEAM_NEUTRAL && target->ai_info->target_handle != obj->handle)) {
return false;
}
@ -5944,7 +5944,7 @@ void AIDetermineTarget(object *obj) {
} else // Team PTMC :)
{
if (Game_mode & GM_MULTI) {
// Multiplayer targetting (Major difference is that robot will ignore players while infighting in single player)
// Multiplayer targeting (Major difference is that robot will ignore players while infighting in single player)
for (i = 0; i < MAX_PLAYERS; i++) {
if ((NetPlayers[i].flags & NPF_CONNECTED) && (NetPlayers[i].sequence >= NETSEQ_PLAYING)) {
object *target = &Objects[Players[i].objnum];

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@ -96,7 +96,7 @@
* Tweaked min fire spread for diff levels
*
* 258 5/10/99 11:57p Chris
* Now related objects are not targetted by an omega cannon (I.e. things
* Now related objects are not targeted by an omega cannon (I.e. things
* like a flag or something attached)
*
* 257 5/09/99 11:57p Jason

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@ -179,7 +179,7 @@
* Added 13 new fields. AI fire spread works.
*
* 68 7/28/98 5:04p Chris
* Added some new multiplayer support (for dodging and targetting)
* Added some new multiplayer support (for dodging and targeting)
*
* 67 7/24/98 6:06p Chris
* Initial robot leading code -- needs multiple wb support

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@ -1383,7 +1383,7 @@ void matcen::DoThinkFrame() {
if ((!(m_status & MSTAT_NOT_HURT_PLAYER)) && (m_prod_mode == MMODE_PREPROD || m_prod_mode == MMODE_POSTPROD)) {
float damage = MATCEN_DAMAGE_PER_SECOND * Frametime;
if (Game_mode & GM_MULTI) {
// Multiplayer targetting (Major difference is that robot will ignore players while infighting in single player)
// Multiplayer targeting (Major difference is that robot will ignore players while infighting in single player)
for (int i = 0; i < MAX_PLAYERS; ++i) {
if (!((NetPlayers[i].flags & NPF_CONNECTED) && (NetPlayers[i].sequence >= NETSEQ_PLAYING)))
continue;

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@ -3365,7 +3365,7 @@ Sets the target for an AI object
Parameters:
Object - the object whose AI target is being set
Target - the object to be targetted for attack
Target - the object to be targeted for attack
$$END
*/
void aAISetTarget(int objhandle, int targethandle) { AI_Value(objhandle, VF_SET, AIV_I_TARGET_HANDLE, &targethandle); }