Fix spello "seperate.."

This commit is contained in:
Jan Engelhardt 2024-09-03 13:25:21 +02:00
parent 4d9ff9cdc6
commit a3a31c77a2
110 changed files with 138 additions and 138 deletions

View File

@ -521,7 +521,7 @@
*
* 329 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -55,7 +55,7 @@
* from the center of the room to the center of the portal. It was this +
* the dist to the next room's center. The reason for this change was it
* makes it easier to compute the exact BOA_DIST for sounds. This is
* because the two distances are seperated (so from the start pos, we do a
* because the two distances are separated (so from the start pos, we do a
* vm_Vect dist from the start point to the portal)... Hmmm....
*
* 26 2/09/99 12:41p Chris

View File

@ -1305,7 +1305,7 @@ const char *CBriefParse::ParseInt(const char *p, int *i) {
if (!got_digit)
ParseError("Expecting digit", p);
// Check for valid seperator, and convert
// Check for valid separator, and convert
if ((*t == 0) || isspace(*t) || (*t == ',')) { // valid number
*i = atoi(p);
return t;
@ -1349,7 +1349,7 @@ const char *CBriefParse::ParseFloat(const char *p, float *f) {
return NULL;
}
// Check for valid seperator, and convert
// Check for valid separator, and convert
if ((*t == 0) || isspace(*t) || (*t == ',')) { // valid number
*f = atof(p);
return t;

View File

@ -307,7 +307,7 @@
* Added functions to save controller state.
*
* 16 2/12/98 8:48p Matt
* Changed controls system to keep the reading of the controls seperate
* Changed controls system to keep the reading of the controls separate
* from using the results. Got rid of the Controls global.
*
* 15 1/23/98 6:25p Jason

View File

@ -89,7 +89,7 @@
*
* 12 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -99,7 +99,7 @@
*
* 60 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -118,7 +118,7 @@
* changes to verify level completeness
*
* 164 4/25/99 2:18p Kevin
* moved d3 main mission voice files into seperate hogs
* moved d3 main mission voice files into separate hogs
*
* 163 4/23/99 10:34p Kevin
* fixed bad things with multiple CD code
@ -318,7 +318,7 @@
*
* 96 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -163,7 +163,7 @@
*
* 129 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -254,7 +254,7 @@
*
* 43 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -43,7 +43,7 @@
*
* 4 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -373,7 +373,7 @@
*
* 225 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -379,7 +379,7 @@
* Moved structures to hotspotmap.h
*
* 42 3/23/98 11:08a Jeff
* Moved monitor and input stuff to seperate file
* Moved monitor and input stuff to separate file
*
* 41 3/23/98 9:55a Jeff
* Made changes to remove old telcom
@ -1456,7 +1456,7 @@ void TelcomRenderInit(void) {
Telcom_system.Monitor_coords[monitor].right = windowmap.wm[monitor].x + windowmap.wm[monitor].width;
Telcom_system.Monitor_coords[monitor].bottom = windowmap.wm[monitor].y + windowmap.wm[monitor].height;
// Do we want to save these seperatly?
// Do we want to save these separatly?
Telcom_system.Monitor_coords[monitor].left += windowmap.wm[monitor].l_start_x - windowmap.wm[monitor].x;
Telcom_system.Monitor_coords[monitor].right -=
windowmap.wm[monitor].x + windowmap.wm[monitor].width - windowmap.wm[monitor].r_end_x;

View File

@ -89,7 +89,7 @@
*
* 18 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -272,7 +272,7 @@
*
* 203 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -723,7 +723,7 @@
* instructions.
*
* 59 2/12/98 8:48p Matt
* Changed controls system to keep the reading of the controls seperate
* Changed controls system to keep the reading of the controls separate
* from using the results. Got rid of the Controls global.
*
* 58 2/11/98 4:10p Jason

View File

@ -49,7 +49,7 @@
*
* 6 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -34,7 +34,7 @@
*
* 30 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -118,7 +118,7 @@
* Added functions to save controller state.
*
* 8 2/12/98 8:48p Matt
* Changed controls system to keep the reading of the controls seperate
* Changed controls system to keep the reading of the controls separate
* from using the results. Got rid of the Controls global.
*
* 7 1/12/98 6:28p Samir

View File

@ -200,7 +200,7 @@
*
* 21 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -34,7 +34,7 @@
*
* 10 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -37,7 +37,7 @@
*
* 8 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -251,7 +251,7 @@
*
* 170 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -470,7 +470,7 @@ static inline int Cinematics_CreateCamera(void) {
// Cinematic_Start
//
// Starts an in-game cinematic sequence. text_string is the text to be displayed
// use pipes (|) to seperate lines. (calls demo routines to record)
// use pipes (|) to separate lines. (calls demo routines to record)
bool Cinematic_Start(tGameCinematic *info, char *text_string) {
if (Demo_flags == DF_PLAYBACK)
return true; // demo system calls Cinematic_StartCine itself
@ -518,7 +518,7 @@ static inline void Cinematic_DeleteCamera(int objhandle) {
// Cinematic_StartCine
//
// Starts an in-game cinematic sequence. text_string is the text to be displayed
// use pipes (|) to seperate lines. (does not call demo routines)
// use pipes (|) to separate lines. (does not call demo routines)
bool Cinematic_StartCine(tGameCinematic *info, const char *text_string, int camera_objhandle) {
ASSERT(info != NULL);
ASSERT(text_string != NULL);

View File

@ -73,7 +73,7 @@ void Cinematic_Close(void);
// Cinematic_Start
//
// Starts an in-game cinematic sequence. text_string is the text to be displayed
// use pipes (|) to seperate lines.
// use pipes (|) to separate lines.
bool Cinematic_Start(tGameCinematic *info, char *text_string);
// Cinematic_Stop

View File

@ -49,7 +49,7 @@
*
* 9 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -452,7 +452,7 @@
*
* 186 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -76,7 +76,7 @@
*
* 41 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -38,7 +38,7 @@
*
* 16 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -460,7 +460,7 @@
*
* 185 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -628,7 +628,7 @@
* fixed some defaults
*
* 130 10/03/98 11:21p Matt
* Added system to seperately control outline mode for mine, terrain, sky,
* Added system to separately control outline mode for mine, terrain, sky,
* & objects
*
* 129 10/01/98 11:57a Matt

View File

@ -627,7 +627,7 @@
*
* 345 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -1888,7 +1888,7 @@ int MultiStuffPosition(int slot, uint8_t *data) {
if (slot == Player_num) {
// tell the reciever to expect fire information, only if
// we fired this frame and it isn't going to be a seperate packet
// we fired this frame and it isn't going to be a separate packet
// (like secondaries in a non-peer to peer, are sent reliably)
if (Player_fire_packet[slot].fired_on_this_frame == PFP_FIRED)
flags |= MPF_FIRED;

View File

@ -170,7 +170,7 @@
*
* 128 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -132,7 +132,7 @@
*
* 48 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -95,7 +95,7 @@
*
* 2 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -376,7 +376,7 @@
*
* 166 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -536,7 +536,7 @@
*
* 54 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -69,7 +69,7 @@
*
* 9 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -124,7 +124,7 @@ std::filesystem::path NewuiFileDlg_lastpath;
// border size of the UI window
#define UI_BORDERSIZE 20
// Updates the given listbox with the directories and files that match wildcards (each wildcard seperates by a ;)
// Updates the given listbox with the directories and files that match wildcards (each wildcard separates by a ;)
void UpdateFileList(newuiListBox *lb, const std::filesystem::path &path, const std::vector<std::string> &wildcards);
// Callback function for listbox
@ -467,7 +467,7 @@ bool DoPathFileDialog(bool save_dialog, std::filesystem::path &path, const char
return ret;
}
// Updates the given listbox with the directories and files that match wildcards (each wildcard seperates by a ;)
// Updates the given listbox with the directories and files that match wildcards (each wildcard separates by a ;)
void UpdateFileList(newuiListBox *lb, const std::filesystem::path &path, const std::vector<std::string> &wildcards) {
FDlg_EnableWaitMessage(true);
lb->RemoveAll();

View File

@ -310,7 +310,7 @@
*
* 228 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -779,7 +779,7 @@
* subobjects. Also update newstyle_fi.cpp
*
* 82 2/12/98 8:48p Matt
* Changed controls system to keep the reading of the controls seperate
* Changed controls system to keep the reading of the controls separate
* from using the results. Got rid of the Controls global.
*
* 81 2/11/98 2:04p Jason

View File

@ -56,7 +56,7 @@
*
* 165 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -114,7 +114,7 @@
*
* 11 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -140,7 +140,7 @@
*
* 51 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -60,7 +60,7 @@
*
* 13 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -347,7 +347,7 @@
*
* 26 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -243,7 +243,7 @@
*
* 104 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -79,7 +79,7 @@
*
* 87 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -50,7 +50,7 @@
*
* 2 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -63,7 +63,7 @@
*
* 2 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -61,7 +61,7 @@
* Added debug options to limit rendering
*
* 27 10/03/98 11:21p Matt
* Added system to seperately control outline mode for mine, terrain, sky,
* Added system to separately control outline mode for mine, terrain, sky,
* & objects
*
* 26 9/24/98 12:57p Jason

View File

@ -46,7 +46,7 @@
*
* 99 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -87,7 +87,7 @@
*
* 2 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -43,7 +43,7 @@
*
* 15 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -55,7 +55,7 @@
*
* 19 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -128,7 +128,7 @@ char *parse_int(char *buf, int *d) {
return NULL;
}
// Check for valid seperator, and convert
// Check for valid separator, and convert
if ((*t == 0) || isspace(*t) || (*t == ',')) { // valid number
*d = atoi(buf);
return t;

View File

@ -218,7 +218,7 @@
* fixed lighting on the terrain
*
* 178 10/03/98 11:21p Matt
* Added system to seperately control outline mode for mine, terrain, sky,
* Added system to separately control outline mode for mine, terrain, sky,
* & objects
*
* 177 10/02/98 5:31p Jason

View File

@ -203,7 +203,7 @@
*
* 87 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -290,7 +290,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) {
path_length++;
}
// now divide the full path into seperate NULL terminated strings,counting the number
// now divide the full path into separate NULL terminated strings,counting the number
// of directories in the process
dirs = 0;
char *strptr;
@ -313,7 +313,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) {
return;
}
// allocate the memory needed for the seperate strings of each directory
// allocate the memory needed for the separate strings of each directory
directories = (char **)mem_malloc(sizeof(char *) * dirs);
if (!directories) {
strcpy(dest, srcPath);

View File

@ -374,7 +374,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) {
path_length++;
}
// now divide the full path into seperate NULL terminated strings,counting the number
// now divide the full path into separate NULL terminated strings,counting the number
// of directories in the process
dirs = 0;
char *strptr = dest;
@ -392,7 +392,7 @@ void ddio_CleanPath(char *dest, const char *srcPath) {
return;
}
// allocate the memory needed for the seperate strings of each directory
// allocate the memory needed for the separate strings of each directory
directories = (char **)mem_malloc(sizeof(char *) * dirs);
if (!directories) {
strcpy(dest, srcPath);

View File

@ -43,7 +43,7 @@ CAISettingsDlg::CAISettingsDlg(t_ai_info *ai_info, CWnd *pParent /*=NULL*/) : CD
m_ai_flock_alignment = 0.0f;
m_ai_flock_cohesion = 0.0f;
m_ai_flock_member_check = FALSE;
m_ai_flock_seperation = 0.0f;
m_ai_flock_separation = 0.0f;
m_initial_action = _T("");
m_ai_uses_thrust_check = FALSE;
m_ai_type = _T("");

View File

@ -61,7 +61,7 @@ public:
float m_ai_flock_alignment;
float m_ai_flock_cohesion;
BOOL m_ai_flock_member_check;
float m_ai_flock_seperation;
float m_ai_flock_separation;
float m_ai_fov;
CString m_initial_action;
BOOL m_ai_uses_thrust_check;

View File

@ -101,7 +101,7 @@
* Added a Opened checkbox to mark a door as open or closed initially
*
* 18 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,

View File

@ -186,7 +186,7 @@
* Fix up triggers when deleting a face
*
* 117 2/03/99 1:10p Matt
* Changed the paletted room current faces to be stored in a seperate
* Changed the paletted room current faces to be stored in a separate
* array, instead of in the room structure.
*
* 116 1/29/99 12:48p Matt

View File

@ -55,7 +55,7 @@
* wrong way.
*
* 41 2/03/99 1:10p Matt
* Changed the paletted room current faces to be stored in a seperate
* Changed the paletted room current faces to be stored in a separate
* array, instead of in the room structure.
*
* 40 10/03/98 8:05p Matt

View File

@ -59,7 +59,7 @@
*
* 26 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -90,7 +90,7 @@
*
* 62 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -270,7 +270,7 @@
* Added support for floating segments
*
* 22 5/08/97 7:29p Matt
* Made seperate viewers for mine & terrain, and cleaned up code the
* Made separate viewers for mine & terrain, and cleaned up code the
* switched between modes
*
* 21 5/06/97 2:30p Jason
@ -287,7 +287,7 @@
* changed.
*
* 18 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,

View File

@ -36,7 +36,7 @@
* Ripped out segment code
*
* 6 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,

View File

@ -98,7 +98,7 @@
* and changing a few others
*
* 4 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,
@ -405,7 +405,7 @@ void DeleteViewer() {
}
// Sets the viewer object for the editor, creating if not already in mine
// Keeps seperate viewer objects for mine & terrain views
// Keeps separate viewer objects for mine & terrain views
void SetEditorViewer() {
int objnum, roomnum;

View File

@ -45,7 +45,7 @@
* Added SetViewerFromRoomFace()
*
* 2 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,

View File

@ -181,7 +181,7 @@
* object info.)
*
* 117 2/03/99 1:10p Matt
* Changed the paletted room current faces to be stored in a seperate
* Changed the paletted room current faces to be stored in a separate
* array, instead of in the room structure.
*
* 116 2/03/99 1:20a Matt
@ -196,7 +196,7 @@
*
* 113 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -382,7 +382,7 @@
* did a HUGE overhaul of the bitmap system
*
* 58 10/03/97 3:39p Matt
* Added seperate sets of wireframe view variables for mine & room views
* Added separate sets of wireframe view variables for mine & room views
*
* 57 9/23/97 10:38a Jason
* Took out OnTerrain
@ -608,7 +608,7 @@
* option
*
* 65 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,

View File

@ -42,7 +42,7 @@
*
* 22 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -75,7 +75,7 @@
*
* 33 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -49,7 +49,7 @@
*
* 68 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -99,7 +99,7 @@
* first pass at new indoor engine
*
* 99 2/03/99 1:10p Matt
* Changed the paletted room current faces to be stored in a seperate
* Changed the paletted room current faces to be stored in a separate
* array, instead of in the room structure.
*
* 98 2/01/99 5:47p Nate
@ -1349,7 +1349,7 @@ bool CTextureGrWnd::SetupPopup(CMenu *popup, char *title) {
}
if (!popup->AppendMenu(MF_SEPARATOR)) {
ret = false;
mprintf(0, "Warning: Could not add seperator to popup\n");
mprintf(0, "Warning: Could not add separator to popup\n");
}
if (!popup->AppendMenu(MF_STRING, POPUP_COPY, "Copy")) {
ret = false;
@ -1369,7 +1369,7 @@ bool CTextureGrWnd::SetupPopup(CMenu *popup, char *title) {
}
if (!popup->AppendMenu(MF_SEPARATOR)) {
ret = false;
mprintf(0, "Warning: Could not add seperator to popup\n");
mprintf(0, "Warning: Could not add separator to popup\n");
}
if (!popup->AppendMenu(MF_STRING, POPUP_EDITNAME, "Edit Name")) {
ret = false;

View File

@ -36,7 +36,7 @@
* added/fixed features for the designers
*
* 26 2/03/99 1:11p Matt
* Changed the paletted room current faces to be stored in a seperate
* Changed the paletted room current faces to be stored in a separate
* array, instead of in the room structure.
*
* 25 1/20/99 10:50a Jason
@ -79,7 +79,7 @@
* did a HUGE overhaul of the bitmap system
*
* 12 10/03/97 3:39p Matt
* Added seperate sets of wireframe view variables for mine & room views
* Added separate sets of wireframe view variables for mine & room views
*
* 11 9/17/97 11:34a Matt
* Ripped out segment code

View File

@ -31,7 +31,7 @@
*
* 25 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -38,7 +38,7 @@
* fixed potential memory bug
*
* 5 8/06/97 1:32p Matt
* Ripped out a bunch of stuff, and added seperate physics and ai dialogs
* Ripped out a bunch of stuff, and added separate physics and ai dialogs
*
* 4 7/24/97 6:11p Matt
* Created symbolic constant for default zoom, and used it every place

View File

@ -48,7 +48,7 @@
*
* 79 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -42,7 +42,7 @@
* is low it was getting checked.
*
* 32 2/03/99 1:10p Matt
* Changed the paletted room current faces to be stored in a seperate
* Changed the paletted room current faces to be stored in a separate
* array, instead of in the room structure.
*
* 31 12/01/98 11:17p Matt

View File

@ -262,7 +262,7 @@
* drawn as a sphere in that view
*
* 41 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,

View File

@ -89,7 +89,7 @@
* Disable z-buffer button if OpenGL is being used in the editor.
*
* 52 2/03/99 1:10p Matt
* Changed the paletted room current faces to be stored in a seperate
* Changed the paletted room current faces to be stored in a separate
* array, instead of in the room structure.
*
* 51 1/25/99 11:12a Matt
@ -97,7 +97,7 @@
*
* 50 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -116,7 +116,7 @@
* Use windows function to get cursor position instead of ddio function.
*
* 45 10/03/98 11:21p Matt
* Added system to seperately control outline mode for mine, terrain, sky,
* Added system to separately control outline mode for mine, terrain, sky,
* & objects
*
* 44 10/03/98 8:31p Matt
@ -259,7 +259,7 @@
* Added editor button to toggle lighting
*
* 26 5/08/97 7:29p Matt
* Made seperate viewers for mine & terrain, and cleaned up code the
* Made separate viewers for mine & terrain, and cleaned up code the
* switched between modes
*
* 25 5/06/97 3:49p Matt

View File

@ -75,7 +75,7 @@
* Added functions to create a face
*
* 32 10/03/98 11:22p Matt
* Added system to seperately control outline mode for mine, terrain, sky,
* Added system to separately control outline mode for mine, terrain, sky,
* & objects
*
* 31 10/03/98 8:31p Matt

View File

@ -425,7 +425,7 @@
* make player/viewer object switch flags if over terrain
*
* 17 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* Changed editor to keep a viewer object (type camera) separate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,

View File

@ -32,7 +32,7 @@
* Moved mine origin to the center of the terrain
*
* 4 10/03/97 3:39p Matt
* Added seperate sets of wireframe view variables for mine & room views
* Added separate sets of wireframe view variables for mine & room views
*
* 3 7/22/97 7:08p Matt
* Cleaned up D3EditState, moving some vars in and some out, and renaming

View File

@ -72,7 +72,7 @@
*
* 54 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
@ -200,7 +200,7 @@
*
* 15 9/06/97 3:14p Matt
* Added button to go to next portal
* Added seperate face & vert count displays for current room & cur
* Added separate face & vert count displays for current room & cur
* palette room
* Use new PrintToDsgItem() function
*

View File

@ -109,7 +109,7 @@
*
* 9 9/06/97 3:14p Matt
* Added button to go to next portal
* Added seperate face & vert count displays for current room & cur
* Added separate face & vert count displays for current room & cur
* palette room
* Use new PrintToDsgItem() function
*

View File

@ -37,7 +37,7 @@
*
* 7 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -57,7 +57,7 @@
// textaux_WordWrap
//
// Given a buffer of text, and an empty buffer of same size
// it will break the source buffer up into lines (seperated by /n) of size width or smaller (in pixels).
// it will break the source buffer up into lines (separated by /n) of size width or smaller (in pixels).
// All /n within the source buffer are preserved. Source buffer is also not changed.
void textaux_WordWrap(const char *src, char *dest, int width, int font) {
// make sure we are kosher with the values past in

View File

@ -70,7 +70,7 @@ struct tDLLOptions {
// gives the full name of the game (must be set)
char game_name[MAX_GAMENAME_LEN];
// this is an array of semicolor seperated 'string identifiers' that serve as requirements
// this is an array of semicolor separated 'string identifiers' that serve as requirements
// the mission needs to support in order for it to be playable with the game.
// this parameter must be set (even it is just a '\0' for the first character..aka no requirements)
char requirements[MAX_REQUIREMENT_LEN];

View File

@ -34,7 +34,7 @@
*
* 2 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -82,7 +82,7 @@
*
* 2 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -44,7 +44,7 @@
*
* 2 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -49,7 +49,7 @@
// textaux_WordWrap
//
// Given a buffer of text, and an empty buffer of same size
// it will break the source buffer up into lines (seperated by /n) of size width or smaller (in pixels).
// it will break the source buffer up into lines (separated by /n) of size width or smaller (in pixels).
// All /n within the source buffer are preserved. Source buffer is also not changed.
void textaux_WordWrap(const char *src, char *dest, int width, int font);

View File

@ -28,7 +28,7 @@
*
* 21 1/21/99 11:16p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -31,7 +31,7 @@
*
* 2 1/21/99 11:15p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -46,7 +46,7 @@
*
* 19 1/21/99 11:16p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -115,7 +115,7 @@
*
* 74 1/21/99 11:16p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -114,7 +114,7 @@
*
* 76 1/21/99 11:16p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -37,7 +37,7 @@
*
* 80 1/21/99 11:16p Jeff
* pulled out some structs and defines from header files and moved them
* into seperate header files so that multiplayer dlls don't require major
* into separate header files so that multiplayer dlls don't require major
* game headers, just those new headers. Side effect is a shorter build
* time. Also cleaned up some header file #includes that weren't needed.
* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,

View File

@ -249,7 +249,7 @@
* added table file parser macros
*
* 104 2/03/99 4:09p Jeff
* moved function pointers to seperate file. created autoexec.dmfc
* moved function pointers to separate file. created autoexec.dmfc
*
* 103 2/02/99 8:43a Chris
* I made buildings with AI work correctly (ie really big robots should be
@ -4733,7 +4733,7 @@ void ParseHostsFile(char *filename, tHostsNode **root) {
if (strlen(ptr) > 15)
goto error_parse;
// break up the string into seperate strings
// break up the string into separate strings
while (*ptr) {
if (*ptr == '.')
*ptr = '\0';

View File

@ -112,7 +112,7 @@
* created RenderHUDGetTextLineWidth and RenderHUDGetTextHeight
*
* 2 2/03/99 4:09p Jeff
* moved function pointers to seperate file. created autoexec.dmfc
* moved function pointers to separate file. created autoexec.dmfc
*
* $NoKeywords: $
*/

View File

@ -576,7 +576,7 @@ redisplay_list:
continue;
if (m_flags & DSIF_SEPERATE_BY_TEAM) {
// for team games we seperate disconnected and ingame people
// for team games we separate disconnected and ingame people
if (displaying_in_game_players) {
// filter out non-ingame players
if (pr->state != STATE_INGAME)

View File

@ -110,7 +110,7 @@
* EVT_GAMEOBJDESTROYED
*
* 102 2/03/99 4:09p Jeff
* moved function pointers to seperate file. created autoexec.dmfc
* moved function pointers to separate file. created autoexec.dmfc
*
* 101 1/31/99 7:25p Matt
* Renamed a bunch of functions to have HUD capitalized
@ -613,7 +613,7 @@ struct tDmfcStatsColumnInfo {
//=====================================================================
// tDmfcStatsInit flags
#define DSIF_SEPERATE_BY_TEAM \
0x00000001 // this tells the stats manager to seperate the players by
0x00000001 // this tells the stats manager to separate the players by
// team (useful only in a team game). By default it will
// list all the players in a straight list
#define DSIF_SHOW_PIC \

View File

@ -118,7 +118,7 @@ struct tDLLOptions {
// gives the full name of the game (must be set)
char game_name[MAX_GAMENAME_LEN];
// this is an array of semicolor seperated 'string identifiers' that serve as requirements
// this is an array of semicolor separated 'string identifiers' that serve as requirements
// the mission needs to support in order for it to be playable with the game.
// this parameter must be set (even it is just a '\0' for the first character..aka no requirements)
char requirements[MAX_REQUIREMENT_LEN];

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