Fix spello "its"

This commit is contained in:
Jan Engelhardt 2024-09-03 12:34:37 +02:00
parent a3a31c77a2
commit 38b835a03b
72 changed files with 136 additions and 136 deletions

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@ -204,7 +204,7 @@
* Fixed AI_SEE_SOUND playing too often (like all the time...)
*
* 425 4/27/99 4:41a Jeff
* only create guidebots if a single player game, or if its a multiplayer
* only create guidebots if a single player game, or if it is a multiplayer
* game and the correct netflag is set
*
* 424 4/26/99 11:11a Chris
@ -5713,7 +5713,7 @@ bool AIObjFriend(object *obj, object *target) {
return false;
}
// If its neutral and not targeting you -- its not an enemy (unless your hostile)
// If it is neutral and not targeting you -- it is not an enemy (unless you are hostile)
if (team == AIF_TEAM_HOSTILE)
return false;
@ -5782,7 +5782,7 @@ bool AIObjEnemy(object *obj, object *target) {
return false;
}
// If its neutral and not targeting you -- its not an enemy (unless your hostile)
// If it is neutral and not targeting you -- it is not an enemy (unless you are hostile)
if ((team != AIF_TEAM_HOSTILE) && (t_team == AIF_TEAM_NEUTRAL && target->ai_info->target_handle != obj->handle)) {
return false;
}

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@ -336,7 +336,7 @@ bool dInven_UsePos(Inventory *inven, object *parent) { return inven->UsePos(pare
// returns the 'index' position of the current position
int dInven_GetPos(Inventory *inven) { return inven->GetPos(); }
// checks the pos, if its on a nonselectable item it will move to the next selectable (NULL if none)
// checks the pos, if it is on a nonselectable item, it will move to the next selectable (NULL if none)
void dInven_ValidatePos(Inventory *inven, bool forward) { inven->ValidatePos(forward); }
// returns whether an item is selectable

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@ -161,7 +161,7 @@ void dInven_GotoPosTypeID(Inventory *inven, int type, int id);
bool dInven_UsePos(Inventory *inven, object *parent = NULL);
// returns the 'index' position of the current position
int dInven_GetPos(Inventory *inven);
// checks the pos, if its on a nonselectable item it will move to the next selectable (NULL if none)
// checks the pos, if it is on a nonselectable item, it will move to the next selectable (NULL if none)
void dInven_ValidatePos(Inventory *inven, bool forward = true);
// returns whether an item is selectable
bool dInven_IsSelectable(Inventory *inven);

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@ -605,7 +605,7 @@ loaddll:
}
return true;
}
// Frees the dll if its in memory
// Frees the dll if it is in memory
void FreeGameDLL() {
if (!GameDLLHandle.handle)
return;

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@ -564,7 +564,7 @@ bool Inventory::AddCounterMeasure(int id, int aux_type, int aux_id, int flags, c
}
}
// its a new item type/id, so fill in its info
// it is a new item type/id, so fill in its info
if (newnode->count == 1) {
newnode->type = OBJ_WEAPON;
newnode->id = id;
@ -640,7 +640,7 @@ bool Inventory::AddObjectItem(int otype, int oid, int oauxt, int oauxi, int flag
}
}
// its a new item type/id, so fill in its info
// it is a new item type/id, so fill in its info
if (newnode->count == 1) {
newnode->type = otype;
newnode->id = oid;
@ -1393,7 +1393,7 @@ void CounterMeasuresSwitch(bool forward) {
}
}
// repositions the pos so its in the correct spot
// repositions the pos so it is in the correct spot
void Inventory::ValidatePos(bool forward) {
if (!pos)
return;

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@ -302,7 +302,7 @@ public:
bool UsePos(object *parent = NULL);
// returns the 'index' position of the current position
int GetPos(void);
// checks the pos, if its on a nonselectable item it will move to the next selectable (NULL if none)
// checks the pos, if it is on a nonselectable item, it will move to the next selectable (NULL if none)
void ValidatePos(bool forward = true);
// returns whether an item is selectable
bool IsSelectable(void);

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@ -531,7 +531,7 @@
* first pass at getting multiplayer deaths working
*
* 28 1/15/98 11:10a Jeff
* Added call to set font color before 'loading level' so its white, also
* Added call to set font color before 'loading level' so it is white; also
* turned back on Telcom
*
* 27 1/08/98 12:32p Samir

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@ -1994,7 +1994,7 @@ bool Osiris_CallLevelEvent(int event, tOSIRISEventInfo *data) {
void *instance = tOSIRISCurrentLevel.instance;
if (instance) {
data->me_handle = OBJECT_HANDLE_NONE; // its a level script!...no me
data->me_handle = OBJECT_HANDLE_NONE; // it is a level script!...no me
int16_t ret;
ret = OSIRIS_loaded_modules[dll_id].CallInstanceEvent(0, instance, event, data);

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@ -424,7 +424,7 @@ void DrawSmallViews() {
object *viewer = ObjGet(svp->objhandle);
bool kill_viewer = false;
// Bail if object not around any more, or if its gone too high
// Bail if object not around any more, or if it has gone too high
if (!viewer || (viewer->type == OBJ_DUMMY))
kill_viewer = true;

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@ -1305,7 +1305,7 @@ int CreateAndFireWeapon(vector *pos, vector *dir, object *parent, int weapon_num
obj->mtype.phys_info.velocity *= Players[parent->id].weapon_speed_scalar;
// Set initial velocity to that of the firing object
// Don't do it though if its a spawned weapon
// Don't do it though if it is a spawned weapon
if ((obj->mtype.phys_info.flags & PF_USES_PARENT_VELOCITY) && parent->type != OBJ_WEAPON) {
float fdot = (parent->mtype.phys_info.velocity * parent->orient.fvec);
@ -3088,7 +3088,7 @@ void DoWeaponExploded(object *obj, vector *norm, vector *collision_point, object
obj->parent_handle);
if (hit_object == Viewer_object && !(Weapons[obj->id].flags & WF_MATTER_WEAPON))
return; // Don't draw if its viewer who is getting hit
return; // Don't draw if it is the viewer who is getting hit
if (Weapons[obj->id].flags & WF_PLANAR_BLAST) {
if (Weapons[obj->id].flags & WF_BLAST_RING) {

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@ -655,7 +655,7 @@ int BuildBSPNode(bspnode *tree, listnode **polylist, int numpolys) {
numback++;
} else if (fate == BSP_COINCIDENT) {
// Test to see if this plane is exactly the same as the partition plane
// If so, remove it from the list. If its facing the other way, send it down the back list
// If so, remove it from the list. If it is facing the other way, send it down the back list.
float dot = testpoly->plane.a * partition_plane.a + testpoly->plane.b * partition_plane.b +
testpoly->plane.c * partition_plane.c;

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@ -867,7 +867,7 @@ bool ApplyDamageToPlayer(object *playerobj, object *killer, int damage_type, flo
KillPlayer(playerobj, killer, damage_amount, weapon_id);
}
} else {
// If this is a peer to peer game, and its me taking damage, then ask the server to damage me!
// If this is a peer to peer game, and it is me taking damage, then ask the server to damage me!
if (Netgame.local_role == LR_CLIENT && (Netgame.flags & NF_PEER_PEER) && !server_says) {
if (playerobj->id == Player_num) {
MultiSendRequestPeerDamage(killer, weapon_id, damage_type, damage_amount);

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@ -752,7 +752,7 @@ void DrawFireballObject(object *obj) {
norm_time = time_live / obj->lifetime;
if (norm_time >= 1)
norm_time = .99999f; // don't go over!
if (obj->id == SMOKE_TRAIL_INDEX) // If its a smoke trail, get image from texture
if (obj->id == SMOKE_TRAIL_INDEX) // If it is a smoke trail, get image from texture
{
int texnum = obj->ctype.blast_info.bm_handle;
if (GameTextures[texnum].flags & TF_ANIMATED) {
@ -1409,7 +1409,7 @@ void DestroyObject(object *objp, float explosion_mag, int death_flags) {
float fireball_lifeleft = (fireball_visnum != -1) ? VisEffects[fireball_visnum].lifeleft : 2.0;
CreateSplintersFromBody(objp, explosion_mag, OBJECT_OUTSIDE(objp) ? fireball_lifeleft : (fireball_lifeleft / 2.0));
}
// Make sure its ok to delete if this is a netplayer game
// Make sure it is ok to delete if this is a netplayer game
if ((Game_mode & GM_MULTI) && (Netgame.local_role == LR_CLIENT) && (objp->flags & OF_SERVER_OBJECT))
ASSERT(objp->flags & OF_SERVER_SAYS_DELETE);
// Make object go away or become inert

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@ -1041,7 +1041,7 @@ void Cinematic_Frame(void) {
}
#endif
// its a target on a path
// it is a target on a path
matrix orient;
vector pos;
int room;
@ -1726,7 +1726,7 @@ void CannedCinematicIntroCallback(int type) {
vector fvec = GamePaths[pathnum].pathnodes[1].pos - GamePaths[pathnum].pathnodes[0].pos;
vm_VectorToMatrix(&orient, &fvec, NULL, NULL);
// see if it is a hacked 2 node path (i.e. its such a small distance he should move
// see if it is a hacked 2 node path (i.e. it is such a small distance it should move)
if (GamePaths[pathnum].num_nodes == 2) {
if (fabs(vm_VectorDistance(&GamePaths[pathnum].pathnodes[1].pos, &GamePaths[pathnum].pathnodes[0].pos)) >
30.0f) {

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@ -63,7 +63,7 @@
* added new procedural effect
*
* 45 2/12/99 3:37p Jason
* added client-side interpolation...its not fully debugged though.
* added client-side interpolation...it is not fully debugged though.
*
* 44 2/10/99 3:38p Jason
* table file filter fixups

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@ -345,7 +345,7 @@ int LoadTextureImage(const char *filename, int *type, int texture_size, int mipp
// Goes through and marks a texture as a tmap2 if its bitmap(s) have transparency
bool CheckIfTextureIsTmap2(int texnum);
// Touches a texture, makes sure its in memory
// Touches a texture, makes sure it is in memory
void TouchTexture(int n);
// Builds the bumpmaps for the texture

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@ -956,7 +956,7 @@ void SGSHudState(CFILE *fp) {
cf_WriteInt(fp, huditem->data.timer_handle);
mprintf(0, "sg: restored timer (%x,%x,timer_hndl=%d)\n", huditem->x, huditem->y, huditem->data.timer_handle);
} else if (huditem->type == HUD_ITEM_CUSTOMTEXT) {
// commented out because persistent hud messages are custom text, and its a mess to save the current
// commented out because persistent hud messages are custom text, and it is a mess to save the current
// state of hud persistent messages.
// cf_WriteShort(fp, (int16_t)huditem->stat);
// cf_WriteByte(fp, (int8_t)huditem->type);

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@ -1359,7 +1359,7 @@ int LGSObjects(CFILE *fp, int version) {
goto lgsobjs_fail;
// link into mine.
// turn off big object flags if its a big object. (ObjLink will take care of this.)
// turn off big object flags if it is a big object. (ObjLink will take care of this.)
if (op->flags & OF_BIG_OBJECT)
op->flags &= (~OF_BIG_OBJECT);

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@ -425,7 +425,7 @@
* display mission menu.
*
* 71 5/24/98 2:58a Jeff
* Options menu changes. MenuOptions now takes a parameter, whether its
* Options menu changes. MenuOptions now takes a parameter, whether it is
* being called from the game or not
*
* 70 5/23/98 6:33p Jeff

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@ -35,7 +35,7 @@
* (not hooked up) and level warp cheat.
*
* 3 5/24/98 2:58a Jeff
* Options menu changes. MenuOptions now takes a parameter, whether its
* Options menu changes. MenuOptions now takes a parameter, whether it is
* being called from the game or not
*
* 2 3/02/98 5:53p Samir

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@ -555,7 +555,7 @@
* temp hacks for permissable client server
*
* 367 2/12/99 3:37p Jason
* added client-side interpolation...its not fully debugged though.
* added client-side interpolation...it is not fully debugged though.
*
* 366 2/10/99 3:48p Jason
* table filter changes
@ -1293,7 +1293,7 @@
*
* 130 7/08/98 11:27a Jeff
* removed yesterdays inventory functions, since inventory.cpp has been
* rolled back...its outdated now
* rolled back...it is outdated now
*
* 129 7/07/98 7:33p Jeff
* changes made for inventory use
@ -2929,7 +2929,7 @@ void MultiMakePlayerReal(int slot) {
}
}
// Server is telling us that its done sending players
// Server is telling us that it is done sending players
void MultiDoDonePlayers(uint8_t *data) {
int count = 0;
@ -2946,7 +2946,7 @@ void MultiDoDonePlayers(uint8_t *data) {
NetPlayers[Player_num].sequence = NETSEQ_REQUEST_BUILDINGS;
}
// Server is telling us that its done sending buildings
// Server is telling us that it is done sending buildings
void MultiDoDoneBuildings(uint8_t *data) {
MULTI_ASSERT(Netgame.local_role == LR_CLIENT, NULL);
@ -2957,7 +2957,7 @@ void MultiDoDoneBuildings(uint8_t *data) {
NetPlayers[Player_num].sequence = NETSEQ_REQUEST_OBJECTS;
}
// Server is telling us that its done sending objects
// Server is telling us that it is done sending objects
void MultiDoDoneObjects(uint8_t *data) {
MULTI_ASSERT(Netgame.local_role == LR_CLIENT, NULL);
@ -2989,7 +2989,7 @@ void MultiDoDoneObjects(uint8_t *data) {
found = 1;
}
// If its not in the server list, delete it!
// If it is not in the server list, delete it!
if (!found) {
Objects[objnum].flags |= OF_SERVER_SAYS_DELETE;
ObjDelete(objnum);
@ -2997,7 +2997,7 @@ void MultiDoDoneObjects(uint8_t *data) {
}
}
// Server is telling us that its done sending objects
// Server is telling us that it is done sending objects
void MultiDoDoneWorldStates(uint8_t *data) {
MULTI_ASSERT(Netgame.local_role == LR_CLIENT, NULL);
@ -3052,7 +3052,7 @@ void MultiDoPlayerPos(uint8_t *data) {
uint8_t slot = MultiGetByte(data, &count);
// Make sure its not out of order
// Make sure it is not out of order
float packet_time = MultiGetFloat(data, &count);
if (packet_time < NetPlayers[slot].packet_time)
return;
@ -3749,7 +3749,7 @@ void MultiDoServerRejectedChecksum(uint8_t *data) {
D3::ChronoTimer::SleepMS(2000);
}
// Lets us know if the server says its ok to join
// Lets us know if the server says it is ok to join
void MultiDoJoinResponse(uint8_t *data) {
int count = 0;
@ -3777,7 +3777,7 @@ int MultiFindFreeSlot() {
}
// Someone is asking to join our game
// Tell them if its ok
// Tell them if it is ok
void MultiDoAskToJoin(uint8_t *data, network_address *from_addr) {
uint8_t outdata[MAX_GAME_DATA_SIZE];
int count = 0;
@ -4160,7 +4160,7 @@ void MultiDoBuilding(uint8_t *data) {
for (int i = 0; i < num; i++) {
uint16_t objnum = MultiGetUshort(data, &count);
if (Objects[objnum].type != OBJ_BUILDING) {
mprintf(0, "Error! Server says objnum %d is a building and its not!\n", objnum);
mprintf(0, "Error! Server says objnum %d is a building and it is not!\n", objnum);
} else {
Multi_building_states[objnum] = 1;
@ -9453,7 +9453,7 @@ void MultiDoBashPlayerShip(uint8_t *data) {
SetHUDMode(HUD_FULLSCREEN);
}
// If its been x seconds since we've sent a heartbeat, send another!
// If it has been x seconds since we've sent a heartbeat, send another!
#define HEARTBEAT_INTERVAL 10.0f
void MultiSendHeartbeat() {

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@ -146,7 +146,7 @@
* warnings)
*
* 135 2/12/99 3:38p Jason
* added client-side interpolation...its not fully debugged though.
* added client-side interpolation...it is not fully debugged though.
*
* 134 2/09/99 6:52p Jeff
* implemented 'typing inidcator' in multiplayer...players that are typing
@ -527,7 +527,7 @@ extern bool Multi_bail_ui_menu;
#define MP_ENTERING_GAME 9 // I'm entering the game
#define MP_DISCONNECT 10 // A player has disconnected
#define MP_PLAYER_FIRE 11 // A player is firing
#define MP_ASK_TO_JOIN 12 // Asking if its ok to join
#define MP_ASK_TO_JOIN 12 // Asking if it is ok to join
#define MP_JOIN_RESPONSE 13 // Answering MP_ASK_TO_JOIN
#define MP_SERVER_QUIT 14 // Server is quitting
#define MP_LEAVE_GAME 15 // A client is leaving the game

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@ -378,7 +378,7 @@ int TryToJoinServer(network_address *addr) {
}
return 0;
} else
mprintf(0, "Server says its ok to join!\n");
mprintf(0, "Server says it is ok to join!\n");
nw_ConnectToServer(&sock, addr);
if (sock != INVALID_SOCKET && sock != 0) {

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@ -569,7 +569,7 @@ void GetMultiAPI(multi_api *api) {
// anyway.
// atexit(FreeMultiDLL);
}
// Frees the dll if its in memory
// Frees the dll if it is in memory
void FreeMultiDLL() {
if (!MultiDLLHandle.handle)
return;

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@ -1882,7 +1882,7 @@ void MultiFlushAllIncomingBuffers() {
}
}
// Checks to see if its any powerups need repositioning on the client machine
// Checks to see if it is any powerup needing repositioning on the client machine
void MultiCheckToRepositionPowerups() {
int i;
static int invis_id = -2;
@ -1934,7 +1934,7 @@ void MultiCheckToRepositionPowerups() {
}
}
// Checks to see if its time to respawn any powerups
// Checks to see if it is time to respawn any powerups
void MultiCheckToRespawnPowerups() {
int i, t;

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@ -1761,7 +1761,7 @@ void PltMakeFNValid(char *name) {
////////////////////////////////////////////////////////
// Copies the key/joy config of a pilot to another (src must exist!) (Keep up to date with Read/Write file)
// this will also save out the dest, so make sure its filled in before calling function
// this will also save out the dest, so make sure it is filled in before calling function
bool PltCopyKeyConfig(pilot *src, pilot *dest) {
// check to make sure src exists
ASSERT(src);

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@ -1350,7 +1350,7 @@ void EvaluateProcedural(int handle) {
int dest_bitmap = procedural->procedural_bitmap;
if (bm_w(dest_bitmap, 0) != PROC_SIZE) {
mprintf(0, "Couldn't evaluate procedural because its not %d x %d!\n", PROC_SIZE, PROC_SIZE);
mprintf(0, "Couldn't evaluate procedural because it is not %d x %d!\n", PROC_SIZE, PROC_SIZE);
return;
}
if (GameTextures[handle].flags & TF_WATER_PROCEDURAL)

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@ -163,7 +163,7 @@
#define RELEASE_VERSION 0x2 // final release candidate: no debug, beta, editor
#define BETA_VERSION 0x1000 // beta modifier.
#define DEMO_VERSION 0x2000 // same as release, but its the demo.
#define DEMO_VERSION 0x2000 // same as release, but it is the demo.
struct program_version {
int version_type;

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@ -1924,7 +1924,7 @@ void RenderFace(room *rp, int facenum) {
rend_SetTextureType(tt);
} else
rend_SetTextureType(TT_PERSPECTIVE);
if (face_cc.cc_or) // Possible triangulate this face cuz its off screen somewhat
if (face_cc.cc_or) // Possible triangulate this face because it is off screen somewhat
{
if (Room_light_val < 1.0)
do_triangle_test = 1;
@ -3302,7 +3302,7 @@ void RenderMirrorRooms() {
Render_mirror_for_room = false;
bool do_mirror_face = false;
rp->flags &= ~RF_MIRROR_VISIBLE;
// Make sure its really ok to render this mirrored room
// Make sure it is really ok to render this mirrored room
if (rp->mirror_face != -1)
do_mirror_face = true;
if (rp->mirror_face >= rp->num_faces)

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@ -2085,7 +2085,7 @@ void DrawPlayerTypingIndicator(object *obj) {
float IndicatorTan;
float rad = (float)(3.14 * (float)(10) / 180.0);
IndicatorTan = tan(rad);
// See if its in our viewcone
// See if it is in our viewcone
vector subvec = obj->pos - Player_object->pos;
vm_NormalizeVectorFast(&subvec);
if ((vm_DotProduct(&subvec, &Player_object->orient.fvec)) < IndicatorTan)
@ -2188,7 +2188,7 @@ void DrawPlayerNameOnHud(object *obj) {
if (color < 0)
return;
// See if its in our viewcone
// See if it is in our viewcone
vector subvec = obj->pos - Player_object->pos;
vm_NormalizeVectorFast(&subvec);
if ((vm_DotProduct(&subvec, &Player_object->orient.fvec)) < HudNameTan)

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@ -253,7 +253,7 @@ void WBFireBattery(object *obj, otype_wb_info *static_wb, int poly_wb_index, int
}
}
// Don't do any of this if its the local client and a permissable netgame
// Don't do any of this if it is the local client and a permissable netgame
if (!((Game_mode & GM_MULTI) && obj->type == OBJ_PLAYER && obj->id == Player_num && Netgame.flags & NF_PERMISSABLE)) {
p_dwb->last_fire_time = Gametime;

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@ -1493,7 +1493,7 @@ void DrawVisAxisBillboard(vis_effect *vis) {
if (norm_time >= 1)
norm_time = 0.99999f; // don't go over!
if (vis->billboard_info.texture) // If its a texture, get image from texture
if (vis->billboard_info.texture) // If it is a texture, get image from texture
{
int texnum = vis->custom_handle;
if (GameTextures[texnum].flags & TF_ANIMATED) {
@ -1891,7 +1891,7 @@ void DrawVisEffect(vis_effect *vis) {
size = (vis->size / 2) + ((vis->size * norm_time) / 2);
}
if (vis->id == SMOKE_TRAIL_INDEX) // If its a smoke trail, get image from texture
if (vis->id == SMOKE_TRAIL_INDEX) // If it is a smoke trail, get image from texture
{
int texnum = vis->custom_handle;
if (GameTextures[texnum].flags & TF_ANIMATED) {

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@ -732,9 +732,9 @@ void RemapWeapons() {
new_index = MoveWeaponFromIndex(i);
RemapAllWeaponObjects(i, new_index);
} else // this weapon is a static weapon, make sure its in its place
} else // this weapon is a static weapon, make sure it is in its place
{
if (i != match) // its not where it belongs, move it
if (i != match) // it is not where it belongs, move it
{
int new_index;

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@ -30,7 +30,7 @@ struct weather {
int flags; // see weather flags, above
float snow_intensity_scalar; // how hard it is snowing
float rain_intensity_scalar; // how hard its raining
float rain_intensity_scalar; // how hard it is raining
int rain_color; // the color of the rain
int lightning_color; // the color of the lightning
int sky_flash_color; // the color of the sky when lightning occurs

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@ -680,7 +680,7 @@ Start:
int bm_GetFileType(CFILE *infile, const char *dest) {
char iffcheck[4];
int i;
// First, check if its a pcx
// First, check if it is a PCX
i = strlen(dest);
if (dest[i - 4] == '.' && (dest[i - 3] == 'p' || dest[i - 3] == 'P') && (dest[i - 2] == 'c' || dest[i - 2] == 'C') &&
(dest[i - 1] == 'x' || dest[i - 1] == 'X'))

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@ -459,7 +459,7 @@ void CAmbientSoundPattern::OnASPCheckIn() {
OutrageMessageBox("File checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Gamefiles[n].name, PAGETYPE_GAMEFILE, 1);
ASSERT(dret == 1);
mng_EraseLocker();

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@ -793,7 +793,7 @@ void SaveRoom(int n, char *filename) {
int16_t Room_to_texture[MAX_TEXTURES];
int t, found_it = 0;
// Make sure its in use!
// Make sure it is in use!
ASSERT(Rooms[n].used);
outfile = (CFILE *)cfopen(filename, "wb");

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@ -270,7 +270,7 @@ void CFilePageDialog::OnCheckinFile() {
//@@OutrageMessageBox ("File checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Gamefiles[n].name, PAGETYPE_GAMEFILE, 1);
ASSERT(dret == 1);
@ -322,7 +322,7 @@ void CFilePageDialog::OnDeleteFile() {
continue;
}
// Make sure its to be deleted
// Make sure it is to be deleted
answer = MessageBox("Are you sure you want to delete this gamefile?", Gamefiles[n].name, MB_YESNO);
if (answer == IDNO)
continue;
@ -337,7 +337,7 @@ void CFilePageDialog::OnDeleteFile() {
mprintf(0, ErrorString);
Int3();
}
} else // if its network, delete it from both the net and local drives
} else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock(tl);

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@ -1572,7 +1572,7 @@ void ResaveBitmap(const char *name) {
if (bm_handle >= 0) {
char search[256];
// Make sure its paged in
// Make sure it is paged in
bm_data(bm_handle, 0);
ddio_MakePath(search, LocalD3Dir, "data", "graphics", GameBitmaps[bm_handle].name, NULL);
@ -1586,7 +1586,7 @@ void ResaveBitmap(const char *name) {
bm_handle = bm_AllocLoadFileBitmap(search, 0);
if (bm_handle >= 0) {
// Make sure its paged in
// Make sure it is paged in
bm_data(bm_handle, 0);
mprintf(0, "Resaving bitmap %s.\n", search);

View File

@ -263,7 +263,7 @@ void CMegacellDialog::OnCheckinMegacell() {
else {
OutrageMessageBox("Megacell checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Megacells[n].name, PAGETYPE_MEGACELL, 1);
ASSERT(dret == 1);
mng_EraseLocker();
@ -298,7 +298,7 @@ void CMegacellDialog::OnDeleteMegacell() {
return;
}
// Make sure its to be deleted
// Make sure it is to be deleted
answer = MessageBox("Are you sure you want to delete this megacell?", Megacells[n].name, MB_YESNO);
if (answer == IDNO)
return;
@ -319,7 +319,7 @@ void CMegacellDialog::OnDeleteMegacell() {
mprintf(0, ErrorString);
Int3();
}
} else // if its network, delete it from both the net and local drives
} else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock(tl);

View File

@ -997,7 +997,7 @@ bool DeleteGamefile(char *tempbuffer) {
} else {
removed = true;
}
} else { // if its network, delete it from both the net and local drives
} else { // if it is network, delete it from both the net and local drives
mng_FreeTrackLock(tl);
mng_DeletePage(tempbuffer, PAGETYPE_GAMEFILE, 1);
mng_DeletePage(tempbuffer, PAGETYPE_GAMEFILE, 0);
@ -1094,7 +1094,7 @@ bool CheckInGamefile(char *tempbuffer, bool show_ok_confirmation) {
cf_CopyFile(destname, srcname);
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Gamefiles[n].name, PAGETYPE_GAMEFILE, 1);
ASSERT(dret == 1);
@ -1106,7 +1106,7 @@ bool CheckInGamefile(char *tempbuffer, bool show_ok_confirmation) {
if (show_ok_confirmation)
OutrageMessageBox("%s checked in.", tempbuffer);
// Make sure its checked in
// Make sure it is checked in
if (cf_Diff(destname, srcname)) {
ASSERT(1); // Get Jason! File didn't check in correctly!
cf_CopyFile(destname, srcname); // Do this so we can trace whats happening
@ -1205,7 +1205,7 @@ bool UndoCheckOutGamefile(char *tempbuffer) {
if ((tl = mng_FindTrackLock(Gamefiles[n].name, PAGETYPE_GAMEFILE)) == -1)
return false;
// Make sure its to be deleted
// Make sure it is to be deleted
if (OutrageMessageBox(MBOX_YESNO,
"Are you sure you want to undo your lock on %s and lose any changes you may have made?",
tempbuffer) != IDYES)

View File

@ -469,7 +469,7 @@ void CScriptWizard::OnUnlock() {
OutrageMessageBox("Script checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Gamefiles[n].name, PAGETYPE_GAMEFILE, 1);
ASSERT(dret == 1);
mng_EraseLocker();

View File

@ -548,7 +548,7 @@ void CWorldObjectsDoorDialog::OnCheckinDoor() {
OutrageMessageBox("Door checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Doors[n].name, PAGETYPE_DOOR, 1);
ASSERT(dret == 1);
@ -591,7 +591,7 @@ void CWorldObjectsDoorDialog::OnDeleteDoor() {
return;
}
// Make sure its to be deleted
// Make sure it is to be deleted
answer = MessageBox("Are you sure you want to delete this door?", Doors[n].name, MB_YESNO);
if (answer == IDNO)
return;
@ -609,7 +609,7 @@ void CWorldObjectsDoorDialog::OnDeleteDoor() {
mprintf(0, ErrorString);
Int3();
}
} else // if its network, delete it from both the net and local drives
} else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock(tl);

View File

@ -817,7 +817,7 @@ void CWorldObjectsGenericDialog::OnGenericCheckIn() {
OutrageMessageBox("Object checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Object_info[m_current].name, PAGETYPE_GENERIC, 1);
ASSERT(dret == 1);
@ -859,7 +859,7 @@ void CWorldObjectsGenericDialog::OnGenericDelete() {
return;
}
// Make sure its to be deleted
// Make sure it is to be deleted
answer = MessageBox("Are you sure you want to delete this object?", Object_info[m_current].name, MB_YESNO);
if (answer == IDNO)
return;
@ -877,7 +877,7 @@ void CWorldObjectsGenericDialog::OnGenericDelete() {
mprintf(0, ErrorString);
Int3();
}
} else // if its network, delete it from both the net and local drives
} else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock(tl);
@ -1381,7 +1381,7 @@ void CWorldObjectsGenericDialog::OnGenericUndoLock() {
if ((tl = mng_FindTrackLock(Object_info[m_current].name, PAGETYPE_GENERIC)) == -1)
return;
// Make sure its to be deleted
// Make sure it is to be deleted
if (OutrageMessageBox(MBOX_YESNO,
"Are you sure you want to undo your lock and lose any changes you may have made?") != IDYES)
return;

View File

@ -326,7 +326,7 @@ void CWorldObjectsPlayerDialog::OnPshipCheckin() {
OutrageMessageBox("Ship checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Ships[n].name, PAGETYPE_SHIP, 1);
ASSERT(dret == 1);
mng_EraseLocker();
@ -357,7 +357,7 @@ void CWorldObjectsPlayerDialog::OnPshipDelete() {
return;
}
// Make sure its to be deleted
// Make sure it is to be deleted
answer = MessageBox("Are you sure you want to delete this ship?", Ships[n].name, MB_YESNO);
if (answer == IDNO)
return;
@ -375,7 +375,7 @@ void CWorldObjectsPlayerDialog::OnPshipDelete() {
mprintf(0, ErrorString);
Int3();
}
} else // if its network, delete it from both the net and local drives
} else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock(tl);

View File

@ -159,7 +159,7 @@ void CWorldObjectsPowerupDialog::OnAddNewPowerup() {
strcpy (Powerups[powerup_handle].name,cur_name);
// If its a 3d model instead of an animation, flag it
// If it is a 3d model instead of an animation, flag it
if (!model)
Powerups[powerup_handle].flags|=PF_IMAGE_BITMAP;
@ -260,7 +260,7 @@ void CWorldObjectsPowerupDialog::OnCheckin() {
OutrageMessageBox ("Powerup checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret=mng_DeletePowPage (Powerups[n].name,1);
ASSERT (dret==1);
mng_EraseLocker();
@ -278,7 +278,7 @@ void CWorldObjectsPowerupDialog::OnCheckin() {
// Deletes the current powerup
// If the user has it checked out, will delete it from the net pagefile
// If its local only, it will get deleted from the local pagefile
// If it is local only, it will get deleted from the local pagefile
void CWorldObjectsPowerupDialog::OnDeletePowerup() {
#if 0
int answer,tl;
@ -295,7 +295,7 @@ void CWorldObjectsPowerupDialog::OnDeletePowerup() {
return;
}
//Make sure its to be deleted
// Make sure it is to be deleted
answer=MessageBox ("Are you sure you want to delete this powerup?",Powerups[n].name,MB_YESNO);
if (answer==IDNO)
return;
@ -316,7 +316,7 @@ void CWorldObjectsPowerupDialog::OnDeletePowerup() {
Int3();
}
}
else // if its network, delete it from both the net and local drives
else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock (tl);
mng_DeletePowPage (Powerups[n].name,1);
@ -836,7 +836,7 @@ void CWorldObjectsPowerupDialog::OnLoadImage() {
return;
}
// If its a 3d model instead of an animation, flag it
// If it is a 3d model instead of an animation, flag it
powerup_handle=D3EditState.current_powerup;

View File

@ -239,7 +239,7 @@ void CWorldObjectsRobotDialog::OnCheckinRobot() {
OutrageMessageBox ("Robot checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret=mng_DeleteRobotPage (Robots[n].name,1);
ASSERT (dret==1);
mng_EraseLocker();
@ -271,7 +271,7 @@ void CWorldObjectsRobotDialog::OnDeleteRobot() {
return;
}
//Make sure its to be deleted
// Make sure it is to be deleted
answer=MessageBox ("Are you sure you want to delete this robot?",Robots[n].name,MB_YESNO);
if (answer==IDNO)
return;
@ -296,7 +296,7 @@ void CWorldObjectsRobotDialog::OnDeleteRobot() {
Int3();
}
}
else // if its network, delete it from both the net and local drives
else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock (tl);

View File

@ -307,7 +307,7 @@ void CWorldSoundsDialog::OnCheckinSound() {
OutrageMessageBox("Sound checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Sounds[n].name, PAGETYPE_SOUND, 1);
ASSERT(dret == 1);
mng_EraseLocker();
@ -340,7 +340,7 @@ void CWorldSoundsDialog::OnDeleteSound() {
return;
}
// Make sure its to be deleted
// Make sure it is to be deleted
answer = MessageBox("Are you sure you want to delete this sound?", Sounds[n].name, MB_YESNO);
if (answer == IDNO)
return;
@ -358,7 +358,7 @@ void CWorldSoundsDialog::OnDeleteSound() {
mprintf(0, ErrorString);
Int3();
}
} else // if its network, delete it from both the net and local drives
} else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock(tl);

View File

@ -572,7 +572,7 @@ void CWorldWeaponsDialog::OnDeleteWeapon() {
return;
}
// Make sure its to be deleted
// Make sure it is to be deleted
answer = MessageBox("Are you sure you want to delete this weapon?", Weapons[n].name, MB_YESNO);
if (answer == IDNO)
return;
@ -590,7 +590,7 @@ void CWorldWeaponsDialog::OnDeleteWeapon() {
mprintf(0, ErrorString);
Int3();
}
} else // if its network, delete it from both the net and local drives
} else // if it is network, delete it from both the net and local drives
{
mng_FreeTrackLock(tl);
@ -688,7 +688,7 @@ void CWorldWeaponsDialog::OnCheckinWeapon() {
OutrageMessageBox("Weapon checked in.");
// Delete it from local pagefile if its there
// Delete it from local pagefile if it is there
int dret = mng_DeletePage(Weapons[n].name, PAGETYPE_WEAPON, 1);
ASSERT(dret == 1);
mng_EraseLocker();

View File

@ -931,7 +931,7 @@ void GetGameStartPacket(uint8_t *data) {
UpdatePowerBallEffectOnPlayer(WhoHasPowerBall, true);
}
// we need to find the objnum of the PowerBall...its there somewhere
// we need to find the objnum of the PowerBall...it is there somewhere
DLLmprintf(0, "Looking for powerball in level\n");
for (int i = 0; i < MAX_OBJECTS; i++) {
if ((PBall.Objects[i].type == OBJ_POWERUP) && (PBall.Objects[i].id == PowerBallID)) {

View File

@ -27,7 +27,7 @@
#define MAX_BITMAPS 5000
#define NUM_MIP_LEVELS 5
// It really doesn't matter what these are, as long as its above 10
// It really doesn't matter what these are, as long as it is above 10
#define OUTRAGE_4444_COMPRESSED_MIPPED 121
#define OUTRAGE_1555_COMPRESSED_MIPPED 122
#define OUTRAGE_NEW_COMPRESSED_MIPPED 123

View File

@ -82,7 +82,7 @@ extern dllinfo DLLInfo;
// The chokepoint function to call the dll function
void CallGameDLL(int eventnum, dllinfo *data);
// Frees the dll if its in memory
// Frees the dll if it is in memory
void FreeGameDLL();
// Loads the game dll. Returns 1 on success, else 0 on failure

View File

@ -461,7 +461,7 @@ int mng_AssignDoorPageToDoor(mngs_door_page *doorpage, int n) {
// First see if our image differs from the one on the net
// If it is, make a copy
// If its a release version, don't do any of this
// If it is a release version, don't do any of this
#ifndef RELEASE
if (Network_up) {

View File

@ -223,7 +223,7 @@ int mng_AssignGamefilePageToGamefile(mngs_gamefile_page *gamefilepage, int n) {
// First see if our image differs from the one on the net
// If it is, make a copy
// If its a release version, don't do any of this
// If it is a release version, don't do any of this
#ifndef RELEASE
if (Network_up) {

View File

@ -1935,7 +1935,7 @@ int mng_AssignGenericPageToObjInfo(mngs_generic_page *genericpage, int n, CFILE
strcpy(objinfopointer->icon_name, genericpage->objinfo_struct.icon_name);
// First see if our image differs from the one on the net
// If it is, make a copy
// If its a release version, don't do any of this
// If it is a release version, don't do any of this
#ifndef RELEASE
if (Network_up) {
@ -2324,7 +2324,7 @@ int mng_GetGuaranteedGenericPage(char *name, CFILE *infile) {
int i;
mngs_generic_page page;
// See if its in memory
// See if it is in memory
i = FindObjectIDName(name);
if (i != -1)
return i;

View File

@ -1245,7 +1245,7 @@ int mng_LoadNetPages(int show_progress) {
}
start_time = timer_GetTime();
while (!cfeof(infile)) {
// Read in a pagetype. If its a page we recognize, load it
// Read in a pagetype. If it is a page we recognize, load it.
// mprintf(0,".");
if (show_progress) {
@ -1408,7 +1408,7 @@ int mng_LoadLocalPages() {
}
Loading_locals = 1;
while (!cfeof(infile)) {
// Read in a pagetype. If its a page we recognize, load it
// Read in a pagetype. If it is a page we recognize, load it.
pagetype = cf_ReadByte(infile);
if (!Old_table_method)
@ -2841,7 +2841,7 @@ void mng_CompileAddonPages(void) {
// as we come across each page, check to see if it was
// ever overlayed.
while (!cfeof(file)) {
// Read in a pagetype. If its a page we recognize, load it
// Read in a pagetype. If it is a page we recognize, load it.
page_pos = cftell(file);
pagetype = cf_ReadByte(file);
len = cf_ReadInt(file);
@ -2958,7 +2958,7 @@ void mng_LoadAddonPages() {
}
Loading_addon_table = c;
while (!cfeof(infile)) {
// Read in a pagetype. If its a page we recognize, load it
// Read in a pagetype. If it is a page we recognize, load it.
pagetype = cf_ReadByte(infile);
len = cf_ReadInt(infile);

View File

@ -942,7 +942,7 @@ int mng_AssignShipPageToShip(mngs_ship_page *shippage, int n, CFILE *infile) {
// First see if our image differs from the one on the net
// If it is, make a copy
// If its a release version, don't do any of this
// If it is a release version, don't do any of this
#ifndef RELEASE
if (Network_up) {

View File

@ -405,7 +405,7 @@ int mng_AssignSoundPageToSound(mngs_sound_page *soundpage, int n) {
strcpy(soundpointer->name, soundpage->sound_struct.name);
// First see if our raw differs from the one on the net
// If it is, make a copy
// If its a release version, don't do any of this
// If it is a release version, don't do any of this
#ifndef RELEASE
if (Network_up) {
UpdatePrimitive(LocalSoundsDir / soundpage->raw_name, NetSoundsDir / soundpage->raw_name, soundpage->raw_name,
@ -560,7 +560,7 @@ void mng_LoadLocalSoundPage(CFILE *infile) {
int mng_GetGuaranteedSoundPage(char *name, CFILE *infile) {
int i;
mngs_sound_page soundpage;
// See if its in memory
// See if it is in memory
i = FindSoundName(name);
if (i != -1)
return i;

View File

@ -1244,7 +1244,7 @@ void mng_LoadLocalTexturePage(CFILE *infile) {
int mng_GetGuaranteedTexturePage(char *name, CFILE *infile) {
int i;
// See if its in memory
// See if it is in memory
i = FindTextureName(name);
if (i != -1)
return i;

View File

@ -1317,7 +1317,7 @@ int mng_GetGuaranteedWeaponPage(char *name, CFILE *infile) {
int i;
mngs_weapon_page weaponpage;
// See if its in memory
// See if it is in memory
i = FindWeaponName(name);
if (i != -1)
return i;
@ -1376,7 +1376,7 @@ int mng_AssignWeaponPageToWeapon(mngs_weapon_page *weaponpage, int n, CFILE *inf
// First see if our image differs from the one on the net
// If it is, make a copy
// If its a release version, don't do any of this
// If it is a release version, don't do any of this
#ifndef RELEASE
if (Network_up) {
@ -1386,7 +1386,7 @@ int mng_AssignWeaponPageToWeapon(mngs_weapon_page *weaponpage, int n, CFILE *inf
UpdatePrimitive(str / weaponpage->hud_image_name, netstr / weaponpage->hud_image_name, weaponpage->hud_image_name,
PAGETYPE_WEAPON, weaponpointer->name);
// Now copy the discharge image, depending on whether or not its a model
// Now copy the discharge image, depending on whether or not it is a model
if (!((weaponpage->weapon_struct.flags & WF_IMAGE_BITMAP) || (weaponpage->weapon_struct.flags & WF_IMAGE_VCLIP))) {
str = LocalModelsDir;
netstr = NetModelsDir;

View File

@ -807,7 +807,7 @@ bool mem_dumpmallocstofile(char *filename) {
mem_alloc_info *last_alloc;
last_alloc = (mem_alloc_info *)allocs[sorted_allocs[last_unique]].data;
if ((!strcmp(last_alloc->file, alloc_info->file)) && (last_alloc->line == alloc_info->line)) {
// its the same!
// it is the same!
continue;
}
}

View File

@ -520,7 +520,7 @@
*
* 29 5/16/97 1:24p Jason
* changed the way models work their angle magic
* Now its much more intuitive
* Now it is much more intuitive
*
* 28 5/16/97 12:04p Jason
* better memory use for rotational keyframes
@ -948,7 +948,7 @@ int ReloadModelTextures(int modelnum) {
strcat(temp, ".OGF");
ret = FindTextureBitmapName(temp);
if (ret == -1) {
// See if its already in memory
// See if it is already in memory
ret = FindTextureName(name_buf);
if (ret == -1) {
ret = 0;
@ -1761,7 +1761,7 @@ int ReadNewModelFile(int polynum, CFILE *infile) {
ret = FindTextureBitmapName(temp);
if (ret == -1) {
// See if its already in memory
// See if it is already in memory
ret = FindTextureName(name_buf);
if (ret == -1) {
ret = 0;
@ -2146,7 +2146,7 @@ int LoadPolyModel(const std::filesystem::path &filename, int pageable) {
return -1; // damn, didn't load
}
// Pages in a polymodel if its not already in memory
// Pages in a polymodel if it is not already in memory
void PageInPolymodel(int polynum, int type, float *size_ptr) {
if (!(Poly_models[polynum].flags & PMF_NOT_RESIDENT)) {
if (!(Poly_models[polynum].flags & PMF_SIZE_COMPUTED))

View File

@ -407,7 +407,7 @@ int IsNonRenderableSubmodel(poly_model *pm, int submodelnum);
// Sets the effect used by a polymodel
void SetPolymodelEffect(polymodel_effect *);
// Pages in a polymodel if its not already in memory
// Pages in a polymodel if it is not already in memory
void PageInPolymodel(int polynum, int type = -1, float *size_ptr = nullptr);
// Gets a pointer to a polymodel. Pages it in if neccessary

View File

@ -2422,7 +2422,7 @@ void DMFCBase::DisplayOutrageLogo(void) {
time = 0;
}
// draw the Outrage Logo if its time
// draw the Outrage Logo if it is time
if (time < 5.0) {
int x, y;
x = (*Game_window_w) - bmp.pw;
@ -3255,7 +3255,7 @@ bool DMFCBase::IsAddressBanned(network_address *addr, const char *tracker_id) {
curr = m_AllowList;
while (curr) {
if ((address & curr->mask) == (curr->ip & curr->mask)) {
// its a match
// it is a match
mprintf(0, "Player not banned\n");
return false;
}
@ -3267,7 +3267,7 @@ bool DMFCBase::IsAddressBanned(network_address *addr, const char *tracker_id) {
curr = m_DenyList;
while (curr) {
if ((address & curr->mask) == (curr->ip & curr->mask)) {
// its a match
// it is a match
mprintf(0, "Player IS banned\n");
return true;
}
@ -4715,7 +4715,7 @@ void ParseHostsFile(char *filename, tHostsNode **root) {
// attempt to parse the dotted ip address (only 0-9,'.' and '*' allowed)
char *start = ptr;
// check to make sure its in a valid form
// check to make sure it is in a valid form
int dot_count = 0;
while (*ptr) {

View File

@ -1738,7 +1738,7 @@ DMFCDLLOUT(dInven_UsePos_fp Inven_UsePos;)
typedef int (*dInven_GetPos_fp)(Inventory *inven);
DMFCDLLOUT(dInven_GetPos_fp Inven_GetPos;)
// checks the pos, if its on a nonselectable item it will move to the next selectable (NULL if none)
// checks the pos, if it is on a nonselectable item, it will move to the next selectable (NULL if none)
// typedef void (*dInven_ValidatePos_fp)(Inventory *inven,bool forward=true);
typedef void (*dInven_ValidatePos_fp)(Inventory *inven, bool forward);
DMFCDLLOUT(dInven_ValidatePos_fp Inven_ValidatePos;)

View File

@ -1776,7 +1776,7 @@ void GetGameStartPacket(uint8_t *data) {
temp = (int8_t)MultiGetByte(data, &count);
NumOfTeams = temp;
// we need to find the objnum of the Monsterball...its there somewhere
// we need to find the objnum of the Monsterball...it is there somewhere
DLLmprintf(0, "Looking for Monsterball in level\n");
int objnum = -1;

View File

@ -2471,7 +2471,7 @@ void collide_two_objects(object *A, object *B, vector *collision_point, vector *
}
}
// Call script only if its ok to
// Call script only if it is ok to
int ok_to_call_script = 1;
if (A->type == OBJ_PLAYER && (Players[A->id].flags & (PLAYER_FLAGS_DYING | PLAYER_FLAGS_DEAD)))
ok_to_call_script = 0;

View File

@ -4918,10 +4918,10 @@ bool GuideBot::InitExtinguish(bool f_player_on_fire) {
break;
if (Obj_IsEffect(scan_objs[i], EF_NAPALMED)) {
// mprintf(0, "its on fire\n");
// mprintf(0, "it is on fire\n");
if (scan_objs[i] != memory->me) {
if (!AI_IsObjEnemy(memory->me, scan_objs[i])) {
// mprintf(0, "its not a enemy\n");
// mprintf(0, "it is not a enemy\n");
memory->extinguish_obj_list[memory->num_extinguish_objs++] = scan_objs[i];
}
}

View File

@ -3551,7 +3551,7 @@ $$END
void aAIFlags(int set, int flags, int handle) {
bool f_team = false;
// Because its a bitfield, I had to hack a team value... Team PTMC was 0; so, it was
// Because it is a bitfield, I had to hack a team value... Team PTMC was 0; so, it was
// impossible to set... 32768 wasn't used, so I hacked it here. O' The shame... :(
if (!set)

View File

@ -3429,7 +3429,7 @@
!I!Sensibilità joystick %c
!F!Sensibilité Joystick %c
!/!482: In the config menus, just like joystick, its the label for the sensitivity sliders for the mouse axis
!/!482: In the config menus, just like joystick, it is the label for the sensitivity sliders for the mouse axis
!=!Mouse %c Sensitivity
!G!Maus %c Empfindlichkeit
!S!Sensibilidad ratón %c

View File

@ -3429,7 +3429,7 @@
!I!Sensibilità joystick %c
!F!Sensibilité Joystick %c
!/!482: In the config menus, just like joystick, its the label for the sensitivity sliders for the mouse axis
!/!482: In the config menus, just like joystick, it is the label for the sensitivity sliders for the mouse axis
!=!Mouse %c Sensitivity
!G!Maus %c Empfindlichkeit
!S!Sensibilidad ratón %c

View File

@ -3426,7 +3426,7 @@
!I!Sensibilità joystick %c
!F!Sensibilité Joystick %c
!/!482: In the config menus, just like joystick, its the label for the sensitivity sliders for the mouse axis
!/!482: In the config menus, just like joystick, it is the label for the sensitivity sliders for the mouse axis
!=!Mouse %c Sensitivity
!G!Maus %c Empfindlichkeit
!S!Sensibilidad ratón %c