mirror of
https://github.com/kevinbentley/Descent3.git
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Fix spello "seperate.."
This commit is contained in:
parent
4d9ff9cdc6
commit
a3a31c77a2
@ -521,7 +521,7 @@
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*
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* 329 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -55,7 +55,7 @@
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* from the center of the room to the center of the portal. It was this +
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* the dist to the next room's center. The reason for this change was it
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* makes it easier to compute the exact BOA_DIST for sounds. This is
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* because the two distances are seperated (so from the start pos, we do a
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* because the two distances are separated (so from the start pos, we do a
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* vm_Vect dist from the start point to the portal)... Hmmm....
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*
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* 26 2/09/99 12:41p Chris
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@ -1305,7 +1305,7 @@ const char *CBriefParse::ParseInt(const char *p, int *i) {
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if (!got_digit)
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ParseError("Expecting digit", p);
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// Check for valid seperator, and convert
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// Check for valid separator, and convert
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if ((*t == 0) || isspace(*t) || (*t == ',')) { // valid number
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*i = atoi(p);
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return t;
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@ -1349,7 +1349,7 @@ const char *CBriefParse::ParseFloat(const char *p, float *f) {
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return NULL;
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}
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// Check for valid seperator, and convert
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// Check for valid separator, and convert
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if ((*t == 0) || isspace(*t) || (*t == ',')) { // valid number
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*f = atof(p);
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return t;
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@ -307,7 +307,7 @@
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* Added functions to save controller state.
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*
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* 16 2/12/98 8:48p Matt
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* Changed controls system to keep the reading of the controls seperate
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* Changed controls system to keep the reading of the controls separate
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* from using the results. Got rid of the Controls global.
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*
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* 15 1/23/98 6:25p Jason
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@ -89,7 +89,7 @@
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*
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* 12 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -99,7 +99,7 @@
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*
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* 60 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -118,7 +118,7 @@
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* changes to verify level completeness
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*
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* 164 4/25/99 2:18p Kevin
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* moved d3 main mission voice files into seperate hogs
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* moved d3 main mission voice files into separate hogs
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*
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* 163 4/23/99 10:34p Kevin
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* fixed bad things with multiple CD code
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@ -318,7 +318,7 @@
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*
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* 96 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -163,7 +163,7 @@
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*
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* 129 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -254,7 +254,7 @@
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*
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* 43 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -43,7 +43,7 @@
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*
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* 4 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -373,7 +373,7 @@
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*
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* 225 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -379,7 +379,7 @@
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* Moved structures to hotspotmap.h
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*
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* 42 3/23/98 11:08a Jeff
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* Moved monitor and input stuff to seperate file
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* Moved monitor and input stuff to separate file
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*
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* 41 3/23/98 9:55a Jeff
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* Made changes to remove old telcom
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@ -1456,7 +1456,7 @@ void TelcomRenderInit(void) {
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Telcom_system.Monitor_coords[monitor].right = windowmap.wm[monitor].x + windowmap.wm[monitor].width;
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Telcom_system.Monitor_coords[monitor].bottom = windowmap.wm[monitor].y + windowmap.wm[monitor].height;
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// Do we want to save these seperatly?
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// Do we want to save these separatly?
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Telcom_system.Monitor_coords[monitor].left += windowmap.wm[monitor].l_start_x - windowmap.wm[monitor].x;
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Telcom_system.Monitor_coords[monitor].right -=
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windowmap.wm[monitor].x + windowmap.wm[monitor].width - windowmap.wm[monitor].r_end_x;
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@ -89,7 +89,7 @@
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*
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* 18 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -272,7 +272,7 @@
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*
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* 203 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -723,7 +723,7 @@
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* instructions.
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*
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* 59 2/12/98 8:48p Matt
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* Changed controls system to keep the reading of the controls seperate
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* Changed controls system to keep the reading of the controls separate
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* from using the results. Got rid of the Controls global.
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*
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* 58 2/11/98 4:10p Jason
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@ -49,7 +49,7 @@
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*
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* 6 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -34,7 +34,7 @@
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*
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* 30 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -118,7 +118,7 @@
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* Added functions to save controller state.
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*
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* 8 2/12/98 8:48p Matt
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* Changed controls system to keep the reading of the controls seperate
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* Changed controls system to keep the reading of the controls separate
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* from using the results. Got rid of the Controls global.
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*
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* 7 1/12/98 6:28p Samir
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@ -200,7 +200,7 @@
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*
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* 21 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -34,7 +34,7 @@
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*
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* 10 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -37,7 +37,7 @@
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*
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* 8 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -251,7 +251,7 @@
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*
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* 170 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -470,7 +470,7 @@ static inline int Cinematics_CreateCamera(void) {
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// Cinematic_Start
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//
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// Starts an in-game cinematic sequence. text_string is the text to be displayed
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// use pipes (|) to seperate lines. (calls demo routines to record)
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// use pipes (|) to separate lines. (calls demo routines to record)
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bool Cinematic_Start(tGameCinematic *info, char *text_string) {
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if (Demo_flags == DF_PLAYBACK)
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return true; // demo system calls Cinematic_StartCine itself
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@ -518,7 +518,7 @@ static inline void Cinematic_DeleteCamera(int objhandle) {
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// Cinematic_StartCine
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//
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// Starts an in-game cinematic sequence. text_string is the text to be displayed
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// use pipes (|) to seperate lines. (does not call demo routines)
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// use pipes (|) to separate lines. (does not call demo routines)
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bool Cinematic_StartCine(tGameCinematic *info, const char *text_string, int camera_objhandle) {
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ASSERT(info != NULL);
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ASSERT(text_string != NULL);
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@ -73,7 +73,7 @@ void Cinematic_Close(void);
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// Cinematic_Start
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//
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// Starts an in-game cinematic sequence. text_string is the text to be displayed
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// use pipes (|) to seperate lines.
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// use pipes (|) to separate lines.
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bool Cinematic_Start(tGameCinematic *info, char *text_string);
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// Cinematic_Stop
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@ -49,7 +49,7 @@
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*
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* 9 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -452,7 +452,7 @@
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*
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* 186 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -76,7 +76,7 @@
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*
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* 41 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -38,7 +38,7 @@
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*
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* 16 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -460,7 +460,7 @@
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*
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* 185 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -628,7 +628,7 @@
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* fixed some defaults
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*
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* 130 10/03/98 11:21p Matt
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* Added system to seperately control outline mode for mine, terrain, sky,
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* Added system to separately control outline mode for mine, terrain, sky,
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* & objects
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*
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* 129 10/01/98 11:57a Matt
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@ -627,7 +627,7 @@
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*
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* 345 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -1888,7 +1888,7 @@ int MultiStuffPosition(int slot, uint8_t *data) {
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if (slot == Player_num) {
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// tell the reciever to expect fire information, only if
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// we fired this frame and it isn't going to be a seperate packet
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// we fired this frame and it isn't going to be a separate packet
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// (like secondaries in a non-peer to peer, are sent reliably)
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if (Player_fire_packet[slot].fired_on_this_frame == PFP_FIRED)
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flags |= MPF_FIRED;
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@ -170,7 +170,7 @@
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*
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* 128 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -132,7 +132,7 @@
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*
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* 48 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -95,7 +95,7 @@
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*
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* 2 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -376,7 +376,7 @@
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*
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* 166 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into seperate header files so that multiplayer dlls don't require major
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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@ -536,7 +536,7 @@
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*
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* 54 1/21/99 11:15p Jeff
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* 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,
|
||||
|
@ -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();
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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;
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
@ -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("");
|
||||
|
@ -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;
|
||||
|
@ -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,
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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;
|
||||
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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;
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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,
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
*
|
||||
|
@ -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
|
||||
*
|
||||
|
@ -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,
|
||||
|
@ -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
|
||||
|
@ -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];
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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);
|
||||
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
|
@ -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';
|
||||
|
@ -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: $
|
||||
*/
|
||||
|
@ -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)
|
||||
|
@ -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 \
|
||||
|
@ -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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Reference in New Issue
Block a user