Fix spello "visabil.."

This commit is contained in:
Jan Engelhardt 2024-09-03 12:22:37 +02:00
parent ad9c2ba1d0
commit 762d0689fb
11 changed files with 18 additions and 18 deletions

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@ -282,7 +282,7 @@
* AIGetToObj is not enabled when the target is NULL or OBJ_GHOST
*
* 61 10/13/98 1:08p Chris
* Greatly improved the AI's use of paths. Improved visability checking
* Greatly improved the AI's use of paths. Improved visibility checking
* algorithm. Probably needs a second pass for further cleanup.
*
* 60 10/07/98 3:37p Chris
@ -1304,7 +1304,7 @@ void GoalInitTypeGoals(object *obj, int ai_type) {
GoalClearAll(obj);
// This goal has a proirity of 50. Mabye I should split up intermediate goals
// This goal has a priority of 50. Mabye I should split up intermediate goals
// and long term goals. -- Wander around within 2000 units of your starting
// position (goal has priority of 100) The AI type decides what to do with
// a goal when it is done.

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@ -76,7 +76,7 @@
* Improved the object linking system and AI and physics
*
* 25 10/13/98 1:08p Chris
* Greatly improved the AI's use of paths. Improved visability checking
* Greatly improved the AI's use of paths. Improved visibility checking
* algorithm. Probably needs a second pass for further cleanup.
*
* 24 10/06/98 6:19p Chris

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@ -771,7 +771,7 @@
* Improved robot dodging and firing
*
* 253 10/13/98 1:08p Chris
* Greatly improved the AI's use of paths. Improved visability checking
* Greatly improved the AI's use of paths. Improved visibility checking
* algorithm. Probably needs a second pass for further cleanup.
*
* 252 10/09/98 4:01p Chris
@ -1368,13 +1368,13 @@
* 50 1/21/98 3:54p Chris
*
* 49 1/20/98 4:40p Chris
* Fixed some visability stuff.
* Fixed some visibility stuff.
*
* 48 1/20/98 12:21p Chris
* Removed some printf's
*
* 47 1/20/98 11:34a Chris
* Fixed problems with player visability and thus problems with awareness
* Fixed problems with player visibility and thus problems with awareness
*
* 46 1/19/98 10:04a Matt
* Added new object handle system
@ -2872,7 +2872,7 @@ void AISeeTarget(object *obj, bool f_see) {
if (ai_info->awareness < AWARE_MOSTLY)
ai_info->awareness = AWARE_MOSTLY;
// Note: Player position is also updated in the visability test function
// Note: Player position is also updated in the visibility test function
// for MIN_VIS_RECENT_CHECK_INTERVAL seconds
object *targetptr;
object *other_obj = targetptr = ObjGet(ai_info->target_handle);
@ -2989,7 +2989,7 @@ bool AINotify(object *obj, uint8_t notify_type, void *info) {
f_it_set = true;
break;
case AIN_OBJ_FIRED: // All visable (obj fired, AIN_OBJFIRED, obj who fired) -- all rendered bots
case AIN_OBJ_FIRED: // All visible (obj fired, AIN_OBJFIRED, obj who fired) -- all rendered bots
{
int i;
other_obj = (object *)info;

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@ -1508,7 +1508,7 @@ void ComputeBOAVisFaceUpperLeft(room *rp, face *fp, vector *upper_left, float *x
#include "neweditor/resource.h"
#include "neweditor/ProgressDialog.h"
// Displays/Updates the Visability Progress bar
// Displays/Updates the Visibility Progress bar
// state = 0 //create
// state = 1 //update
// state = 2 //destroy

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@ -199,7 +199,7 @@ public:
#define BOA_NEXT_ROOM(a, b) (BOA_Array[a][b] & BOA_ROOM_MASK)
// Visability Info
// Visibility Info
#define BOAF_VIS 0x0400

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@ -550,7 +550,7 @@
* structure
*
* 7 7/28/97 1:14p Chris
* Added support for sub-object visability. Plus, debris.
* Added support for sub-object visibility. Plus, debris.
*
* 6 7/15/97 7:29p Chris
* Added a sound for helicopter blades.

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@ -160,7 +160,7 @@
* auto level end
*
* 74 10/13/98 1:08p Chris
* Greatly improved the AI's use of paths. Improved visability checking
* Greatly improved the AI's use of paths. Improved visibility checking
* algorithm. Probably needs a second pass for further cleanup.
*
* 73 10/09/98 7:47p Chris
@ -338,7 +338,7 @@
* Major update to the AI system.
*
* 18 1/20/98 4:40p Chris
* Fixed some visability stuff.
* Fixed some visibility stuff.
*
* 17 1/19/98 10:04a Matt
* Added new object handle system

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@ -490,7 +490,7 @@
* Fixed error handling for when an object can't be initialized.
*
* 173 10/13/98 1:08p Chris
* Greatly improved the AI's use of paths. Improved visability checking
* Greatly improved the AI's use of paths. Improved visibility checking
* algorithm. Probably needs a second pass for further cleanup.
*
* 172 10/11/98 10:53p Matt
@ -992,7 +992,7 @@
* added RenderOBject abstraction layer
*
* 14 7/28/97 1:14p Chris
* Added support for sub-object visability. Plus, debris.
* Added support for sub-object visibility. Plus, debris.
*
* 13 7/16/97 4:09p Jason
* ripped out temporary object lighting

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@ -554,7 +554,7 @@
* added RenderOBject abstraction layer
*
* 9 7/28/97 1:14p Chris
* Added support for sub-object visability. Plus, debris.
* Added support for sub-object visibility. Plus, debris.
*
* 8 7/15/97 5:32p Jason
* got simple static lighting working with objects

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@ -680,7 +680,7 @@
* added features to lod engine - namely dynamic texture generation
*
* 27 7/28/97 1:14p Chris
* Added support for sub-object visability. Plus, debris.
* Added support for sub-object visibility. Plus, debris.
*
* 26 7/25/97 5:25p Jason
* fixed multiple bugs in terrain LOD engine

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@ -488,7 +488,7 @@
* made polymodels use less memory
*
* 7 7/28/97 1:14p Chris
* Added support for sub-object visability. Plus, debris.
* Added support for sub-object visibility. Plus, debris.
*
* 6 7/23/97 11:48a Jason
* added support for newstyle pof format