Fix spello "independan.."

This commit is contained in:
Jan Engelhardt 2024-09-03 12:38:59 +02:00
parent 1036c3c677
commit b14470bbff
21 changed files with 27 additions and 27 deletions

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@ -40,7 +40,7 @@ Descent 3 now runs on 64-bit Linux, Windows and MacOS using SDL2, on AMD64 as we
- Modernize build system: require CMake 3.20, use present-day CMake practices (#20, #63, #77, #86, #99, #104, #127, #131, #144, #220, #225, #227, #235, #256, #318, #340, #400, #407, #422, #460, #463, #482, #504)
- Ensure compatibility with popular compilers, convert misc. pieces of code to modern C++ (#17, #20, #23, #40, #54, #58, #70, #108, #304, #328, #344, #358, #388, #405, #416)
- Mark relevant variables and functions as static (#185)
- Update the module system: isolate code for independant sub-modules in separate directories and CMake targets (#76, #89, #91, #195, #367, #374, #448, #470, #502)
- Update the module system: isolate code for independent sub-modules in separate directories and CMake targets (#76, #89, #91, #195, #367, #374, #448, #470, #502)
- Document build procedure and usage on all platforms (#116, #118, #119, #124, #147, #154, #170, #174, #175, #184, #190, #204, #210, #211, #222, #259, #261, #270, #285, #297, #384, #413, #435)
- Unifiy Windows & Unix command line arguments: --foo, -foo and +foo is accepted on any OS (#199)
- Refactor CleanupStr in misc/pstring.cpp (#207)
@ -89,4 +89,4 @@ Descent 3 now runs on 64-bit Linux, Windows and MacOS using SDL2, on AMD64 as we
- DDAccess.h header and access ring definitions (#342)
- DMFC_DLL definition (#441)
- Misc. removal of unfinished or unused code (#21, #55, #189, #197, #234, #245, #299, #303, #334, #396, #408)

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@ -1048,7 +1048,7 @@
* other. I found a temp solution
*
* 157 5/26/98 9:45a Chris
* DIstance and vec_to_target are independant
* DIstance and vec_to_target are independent
*
* 156 5/26/98 9:34a Chris
* Added XZ distances for circle dist. :)
@ -1219,7 +1219,7 @@
* added some soar_helpers and some debug mprintf's
*
* 100 3/23/98 10:01a Chris
* Added independant wb animations
* Added independent wb animations
*
* 99 3/17/98 11:27a Chris
* Added object bump notifies for AI
@ -6226,7 +6226,7 @@ void AIDoFrame(object *obj) {
speed = vm_GetMagnitude(&obj->mtype.phys_info.velocity);
// Removes the framerate independance from objects moving within 2x of there normal max speed
// Removes the framerate independence from objects moving within 2x of there normal max speed
if (speed > 0.1f && speed <= ai_info->max_velocity * 2.0) {
if (obj->mtype.phys_info.drag > 0.0f && obj->mtype.phys_info.mass > 0.0f) {
obj->mtype.phys_info.flags |= PF_USES_THRUST;

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@ -2234,7 +2234,7 @@ void ComputeAABB(bool f_full) {
}
}
// Determine number of independant structures and classify each face
// Determine number of independent structures and classify each face
for (i = 0; i <= Highest_room_index; i++) {
if (Rooms[i].used) {
room *rp = &Rooms[i];

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@ -274,7 +274,7 @@
* version 1.0 of the new AI ranged firing code.
*
* 37 3/23/98 10:03a Chris
* Added independant wb animations
* Added independent wb animations
*
* 36 3/17/98 12:14p Chris
* Fixed bug with bumping player causing awareness

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@ -120,7 +120,7 @@
* flag in the dying info.
*
* 138 4/21/99 12:40p Jason
* made explosion system framerate independant
* made explosion system framerate independent
*
* 137 4/21/99 12:22p Matt
* Added extra time to delay-from-anim time to allow object to finish its

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@ -116,7 +116,7 @@
* flag in the dying info.
*
* 214 4/21/99 12:41p Jason
* make explosion system framerate independant
* make explosion system framerate independent
*
* 213 4/21/99 11:05a Kevin
* new ps_rand and ps_srand to replace rand & srand

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@ -379,7 +379,7 @@
* Added an editor bool to skip Terrain object rendering
*
* 125 3/26/98 10:54a Jason
* tweaked some stuff for size independant terrain
* tweaked some stuff for size independent terrain
*
* 124 3/17/98 5:02p Jason
* sped up rendering the terrain from the mine by a large amount

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@ -113,7 +113,7 @@
* Saves us alot of memory
*
* 14 5/08/97 1:16p Jason
* made ChangeEndName work with device independant calls
* made ChangeEndName work with device independent calls
*
* 13 5/01/97 1:05p Mark
* FROM JASON: Fixed stupid =/== bug in vclip loading

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@ -260,7 +260,7 @@
* Saves us alot of memory
*
* 41 5/08/97 1:16p Jason
* made ChangeEndName work with device independant calls
* made ChangeEndName work with device independent calls
*
* 40 5/02/97 5:22p Jason
* added bm_rowsize to return bytes per row

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@ -71,7 +71,7 @@
* I added support of random next firing masks
*
* 19 3/23/98 10:03a Chris
* Added independant wb animations
* Added independent wb animations
*
* 18 2/09/98 11:12a Chris
* Allowed for the edititng of multiple weapon batteries

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@ -33,7 +33,7 @@
* Deleted sounds array from the object struct, since it was never used.
*
* 17 4/21/99 12:41p Jason
* make explosion system framerate independant
* make explosion system framerate independent
*
* 16 4/18/99 8:13p Chris
* Fixed the floating flare problems (where windows where broken out and

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@ -47,7 +47,7 @@
* get_mouse_raw_values now returns screen coords, not deltas.
*
* 21 4/24/99 5:39p Samir
* mouse control now framerate independant.
* mouse control now framerate independent.
*
* 20 4/16/99 2:02p Kevin
* Added mouselook support

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@ -229,7 +229,7 @@
* added memory lib
*
* 39 3/23/98 10:03a Chris
* Added independant wb animations
* Added independent wb animations
*
* 38 3/13/98 5:55p Chris
* Added the new collision spheres

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@ -373,7 +373,7 @@
* correctly in init local table files
*
* 40 5/13/97 3:41p Jason
* made all manage code work with the new device independant database
* made all manage code work with the new device independent database
*
* 39 5/08/97 12:41p Jason
* made manage system work with device dependant path names

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@ -266,7 +266,7 @@
* added assert
*
* 78 3/23/98 10:03a Chris
* Added independant wb animations
* Added independent wb animations
*
* 77 3/19/98 4:30p Samir
* added ability to mark subobjects as layered.
@ -545,7 +545,7 @@
* fixed bug with animation rotation keyframes
*
* 21 5/08/97 1:16p Jason
* made ChangeEndName work with device independant calls
* made ChangeEndName work with device independent calls
*
* 20 4/30/97 5:43p Jason
* remap polymodels when pagefile is done loading

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@ -165,7 +165,7 @@
* upped polyvecs for that fucker brent
*
* 41 3/23/98 10:03a Chris
* Added independant wb animations
* Added independent wb animations
*
* 40 3/19/98 4:30p Samir
* added ability to mark subobjects as layered.

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@ -1091,8 +1091,8 @@ static const int ij_table[3][2] = {
// see if a point in inside a face by projecting into 2d
uint32_t check_point_to_face(vector *colp, vector *face_normal, int nv, vector **vertex_ptr_list) {
vector_array *colp_array; // Axis-independant version of the collision point
vector_array *norm; // Axis-independant version of the plane's normal
vector_array *colp_array; // Axis-independent version of the collision point
vector_array *norm; // Axis-independent version of the plane's normal
vector t; // Temporary vector that holds the magnatude of the normal's x,y,z components (ABS)
int biggest; // Index of the largest of the three components (0-x, 1-y, 2-z) Axis to ignore :)
int i, j, edge; // Index for i-axis, Index for j-axis, and the current edge

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@ -41,7 +41,7 @@
* B.A. Macintosh code merge
*
* 13 4/17/99 1:53a Jeff
* made platform 'independant' so other low-level sound libs can include
* made platform 'independent' so other low-level sound libs can include
* without having to double code
*
* 12 4/06/99 8:29p Samir

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@ -442,7 +442,7 @@
*
* $NoKeywords: $
*/
// High level sound object. This code is 100% machine independant and
// High level sound object. This code is 100% machine independent and
// completely encapsulates the lowel-level machine-dependant sound code.
#include <cstring>
@ -568,7 +568,7 @@ void hlsSystem::KillSoundLib(bool f_kill_sound_list) {
delete m_ll_sound_ptr;
m_ll_sound_ptr = NULL;
}
// This is independant of the actual sound_lib status. It happened because sounds
// This is independent of the actual sound_lib status. It happened because sounds
// use the manage system.
// moved this from beginning of function because won't the data freed here screw up streaming/looping sounds?
// before the sound library is closed?

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@ -22,7 +22,7 @@
* $Date: 3/20/00 12:26p $
* $Author: Matt $
*
* Descent III Device-independant sound library
* Descent III Device-independent sound library
*
* $Log: /DescentIII/Main/lib/hlsoundlib.h $
*

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@ -96,7 +96,7 @@
* get_mouse_raw_values now returns screen coords, not deltas.
*
* 60 4/24/99 5:39p Samir
* mouse control now framerate independant.
* mouse control now framerate independent.
*
* 59 4/21/99 10:58a Samir
* set sensitivity for all controllers, not just active ones.