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https://github.com/kevinbentley/Descent3.git
synced 2025-01-22 11:28:56 +00:00
Fix spello "independan.."
This commit is contained in:
parent
1036c3c677
commit
b14470bbff
@ -40,7 +40,7 @@ Descent 3 now runs on 64-bit Linux, Windows and MacOS using SDL2, on AMD64 as we
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- 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)
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- 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)
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- 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)
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- 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)
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- Mark relevant variables and functions as static (#185)
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- Mark relevant variables and functions as static (#185)
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- 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)
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- 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)
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- 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)
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- 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)
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- Unifiy Windows & Unix command line arguments: --foo, -foo and +foo is accepted on any OS (#199)
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- Unifiy Windows & Unix command line arguments: --foo, -foo and +foo is accepted on any OS (#199)
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- Refactor CleanupStr in misc/pstring.cpp (#207)
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- Refactor CleanupStr in misc/pstring.cpp (#207)
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@ -1048,7 +1048,7 @@
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* other. I found a temp solution
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* other. I found a temp solution
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*
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*
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* 157 5/26/98 9:45a Chris
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* 157 5/26/98 9:45a Chris
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* DIstance and vec_to_target are independant
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* DIstance and vec_to_target are independent
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*
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*
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* 156 5/26/98 9:34a Chris
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* 156 5/26/98 9:34a Chris
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* Added XZ distances for circle dist. :)
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* Added XZ distances for circle dist. :)
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@ -1219,7 +1219,7 @@
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* added some soar_helpers and some debug mprintf's
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* added some soar_helpers and some debug mprintf's
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*
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*
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* 100 3/23/98 10:01a Chris
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* 100 3/23/98 10:01a Chris
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* Added independant wb animations
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* Added independent wb animations
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*
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*
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* 99 3/17/98 11:27a Chris
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* 99 3/17/98 11:27a Chris
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* Added object bump notifies for AI
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* Added object bump notifies for AI
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@ -6226,7 +6226,7 @@ void AIDoFrame(object *obj) {
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speed = vm_GetMagnitude(&obj->mtype.phys_info.velocity);
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speed = vm_GetMagnitude(&obj->mtype.phys_info.velocity);
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// Removes the framerate independance from objects moving within 2x of there normal max speed
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// Removes the framerate independence from objects moving within 2x of there normal max speed
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if (speed > 0.1f && speed <= ai_info->max_velocity * 2.0) {
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if (speed > 0.1f && speed <= ai_info->max_velocity * 2.0) {
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if (obj->mtype.phys_info.drag > 0.0f && obj->mtype.phys_info.mass > 0.0f) {
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if (obj->mtype.phys_info.drag > 0.0f && obj->mtype.phys_info.mass > 0.0f) {
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obj->mtype.phys_info.flags |= PF_USES_THRUST;
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obj->mtype.phys_info.flags |= PF_USES_THRUST;
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@ -2234,7 +2234,7 @@ void ComputeAABB(bool f_full) {
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}
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}
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}
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}
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// Determine number of independant structures and classify each face
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// Determine number of independent structures and classify each face
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for (i = 0; i <= Highest_room_index; i++) {
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for (i = 0; i <= Highest_room_index; i++) {
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if (Rooms[i].used) {
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if (Rooms[i].used) {
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room *rp = &Rooms[i];
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room *rp = &Rooms[i];
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@ -274,7 +274,7 @@
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* version 1.0 of the new AI ranged firing code.
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* version 1.0 of the new AI ranged firing code.
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*
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*
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* 37 3/23/98 10:03a Chris
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* 37 3/23/98 10:03a Chris
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* Added independant wb animations
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* Added independent wb animations
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*
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*
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* 36 3/17/98 12:14p Chris
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* 36 3/17/98 12:14p Chris
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* Fixed bug with bumping player causing awareness
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* Fixed bug with bumping player causing awareness
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@ -120,7 +120,7 @@
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* flag in the dying info.
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* flag in the dying info.
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*
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*
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* 138 4/21/99 12:40p Jason
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* 138 4/21/99 12:40p Jason
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* made explosion system framerate independant
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* made explosion system framerate independent
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*
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*
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* 137 4/21/99 12:22p Matt
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* 137 4/21/99 12:22p Matt
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* Added extra time to delay-from-anim time to allow object to finish its
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* Added extra time to delay-from-anim time to allow object to finish its
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@ -116,7 +116,7 @@
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* flag in the dying info.
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* flag in the dying info.
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*
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*
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* 214 4/21/99 12:41p Jason
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* 214 4/21/99 12:41p Jason
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* make explosion system framerate independant
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* make explosion system framerate independent
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*
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*
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* 213 4/21/99 11:05a Kevin
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* 213 4/21/99 11:05a Kevin
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* new ps_rand and ps_srand to replace rand & srand
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* new ps_rand and ps_srand to replace rand & srand
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@ -379,7 +379,7 @@
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* Added an editor bool to skip Terrain object rendering
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* Added an editor bool to skip Terrain object rendering
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*
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*
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* 125 3/26/98 10:54a Jason
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* 125 3/26/98 10:54a Jason
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* tweaked some stuff for size independant terrain
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* tweaked some stuff for size independent terrain
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*
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*
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* 124 3/17/98 5:02p Jason
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* 124 3/17/98 5:02p Jason
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* sped up rendering the terrain from the mine by a large amount
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* sped up rendering the terrain from the mine by a large amount
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@ -113,7 +113,7 @@
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* Saves us alot of memory
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* Saves us alot of memory
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*
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*
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* 14 5/08/97 1:16p Jason
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* 14 5/08/97 1:16p Jason
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* made ChangeEndName work with device independant calls
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* made ChangeEndName work with device independent calls
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*
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*
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* 13 5/01/97 1:05p Mark
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* 13 5/01/97 1:05p Mark
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* FROM JASON: Fixed stupid =/== bug in vclip loading
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* FROM JASON: Fixed stupid =/== bug in vclip loading
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@ -260,7 +260,7 @@
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* Saves us alot of memory
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* Saves us alot of memory
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*
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*
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* 41 5/08/97 1:16p Jason
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* 41 5/08/97 1:16p Jason
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* made ChangeEndName work with device independant calls
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* made ChangeEndName work with device independent calls
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*
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*
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* 40 5/02/97 5:22p Jason
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* 40 5/02/97 5:22p Jason
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* added bm_rowsize to return bytes per row
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* added bm_rowsize to return bytes per row
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@ -71,7 +71,7 @@
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* I added support of random next firing masks
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* I added support of random next firing masks
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*
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*
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* 19 3/23/98 10:03a Chris
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* 19 3/23/98 10:03a Chris
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* Added independant wb animations
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* Added independent wb animations
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*
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*
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* 18 2/09/98 11:12a Chris
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* 18 2/09/98 11:12a Chris
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* Allowed for the edititng of multiple weapon batteries
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* Allowed for the edititng of multiple weapon batteries
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@ -33,7 +33,7 @@
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* Deleted sounds array from the object struct, since it was never used.
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* Deleted sounds array from the object struct, since it was never used.
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*
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*
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* 17 4/21/99 12:41p Jason
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* 17 4/21/99 12:41p Jason
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* make explosion system framerate independant
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* make explosion system framerate independent
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*
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*
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* 16 4/18/99 8:13p Chris
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* 16 4/18/99 8:13p Chris
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* Fixed the floating flare problems (where windows where broken out and
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* Fixed the floating flare problems (where windows where broken out and
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@ -47,7 +47,7 @@
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* get_mouse_raw_values now returns screen coords, not deltas.
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* get_mouse_raw_values now returns screen coords, not deltas.
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*
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*
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* 21 4/24/99 5:39p Samir
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* 21 4/24/99 5:39p Samir
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* mouse control now framerate independant.
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* mouse control now framerate independent.
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*
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*
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* 20 4/16/99 2:02p Kevin
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* 20 4/16/99 2:02p Kevin
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* Added mouselook support
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* Added mouselook support
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@ -229,7 +229,7 @@
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* added memory lib
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* added memory lib
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*
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*
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* 39 3/23/98 10:03a Chris
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* 39 3/23/98 10:03a Chris
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* Added independant wb animations
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* Added independent wb animations
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*
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*
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* 38 3/13/98 5:55p Chris
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* 38 3/13/98 5:55p Chris
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* Added the new collision spheres
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* Added the new collision spheres
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@ -373,7 +373,7 @@
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* correctly in init local table files
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* correctly in init local table files
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*
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*
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* 40 5/13/97 3:41p Jason
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* 40 5/13/97 3:41p Jason
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* made all manage code work with the new device independant database
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* made all manage code work with the new device independent database
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*
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*
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* 39 5/08/97 12:41p Jason
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* 39 5/08/97 12:41p Jason
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* made manage system work with device dependant path names
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* made manage system work with device dependant path names
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@ -266,7 +266,7 @@
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* added assert
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* added assert
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*
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*
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* 78 3/23/98 10:03a Chris
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* 78 3/23/98 10:03a Chris
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* Added independant wb animations
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* Added independent wb animations
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*
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*
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* 77 3/19/98 4:30p Samir
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* 77 3/19/98 4:30p Samir
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* added ability to mark subobjects as layered.
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* added ability to mark subobjects as layered.
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@ -545,7 +545,7 @@
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* fixed bug with animation rotation keyframes
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* fixed bug with animation rotation keyframes
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*
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*
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* 21 5/08/97 1:16p Jason
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* 21 5/08/97 1:16p Jason
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* made ChangeEndName work with device independant calls
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* made ChangeEndName work with device independent calls
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*
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*
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* 20 4/30/97 5:43p Jason
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* 20 4/30/97 5:43p Jason
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* remap polymodels when pagefile is done loading
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* remap polymodels when pagefile is done loading
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@ -165,7 +165,7 @@
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* upped polyvecs for that fucker brent
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* upped polyvecs for that fucker brent
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*
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*
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* 41 3/23/98 10:03a Chris
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* 41 3/23/98 10:03a Chris
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* Added independant wb animations
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* Added independent wb animations
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*
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*
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* 40 3/19/98 4:30p Samir
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* 40 3/19/98 4:30p Samir
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* added ability to mark subobjects as layered.
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* added ability to mark subobjects as layered.
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@ -1091,8 +1091,8 @@ static const int ij_table[3][2] = {
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// see if a point in inside a face by projecting into 2d
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// see if a point in inside a face by projecting into 2d
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uint32_t check_point_to_face(vector *colp, vector *face_normal, int nv, vector **vertex_ptr_list) {
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uint32_t check_point_to_face(vector *colp, vector *face_normal, int nv, vector **vertex_ptr_list) {
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vector_array *colp_array; // Axis-independant version of the collision point
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vector_array *colp_array; // Axis-independent version of the collision point
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vector_array *norm; // Axis-independant version of the plane's normal
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vector_array *norm; // Axis-independent version of the plane's normal
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vector t; // Temporary vector that holds the magnatude of the normal's x,y,z components (ABS)
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vector t; // Temporary vector that holds the magnatude of the normal's x,y,z components (ABS)
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int biggest; // Index of the largest of the three components (0-x, 1-y, 2-z) Axis to ignore :)
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int biggest; // Index of the largest of the three components (0-x, 1-y, 2-z) Axis to ignore :)
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int i, j, edge; // Index for i-axis, Index for j-axis, and the current edge
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int i, j, edge; // Index for i-axis, Index for j-axis, and the current edge
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@ -41,7 +41,7 @@
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* B.A. Macintosh code merge
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* B.A. Macintosh code merge
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*
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*
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* 13 4/17/99 1:53a Jeff
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* 13 4/17/99 1:53a Jeff
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* made platform 'independant' so other low-level sound libs can include
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* made platform 'independent' so other low-level sound libs can include
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* without having to double code
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* without having to double code
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*
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*
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* 12 4/06/99 8:29p Samir
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* 12 4/06/99 8:29p Samir
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@ -442,7 +442,7 @@
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*
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*
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* $NoKeywords: $
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* $NoKeywords: $
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*/
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*/
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// High level sound object. This code is 100% machine independant and
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// High level sound object. This code is 100% machine independent and
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// completely encapsulates the lowel-level machine-dependant sound code.
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// completely encapsulates the lowel-level machine-dependant sound code.
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#include <cstring>
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#include <cstring>
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@ -568,7 +568,7 @@ void hlsSystem::KillSoundLib(bool f_kill_sound_list) {
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delete m_ll_sound_ptr;
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delete m_ll_sound_ptr;
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m_ll_sound_ptr = NULL;
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m_ll_sound_ptr = NULL;
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}
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}
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// This is independant of the actual sound_lib status. It happened because sounds
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// This is independent of the actual sound_lib status. It happened because sounds
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// use the manage system.
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// use the manage system.
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// moved this from beginning of function because won't the data freed here screw up streaming/looping sounds?
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// moved this from beginning of function because won't the data freed here screw up streaming/looping sounds?
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// before the sound library is closed?
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// before the sound library is closed?
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@ -22,7 +22,7 @@
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* $Date: 3/20/00 12:26p $
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* $Date: 3/20/00 12:26p $
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* $Author: Matt $
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* $Author: Matt $
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*
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*
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* Descent III Device-independant sound library
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* Descent III Device-independent sound library
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*
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*
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* $Log: /DescentIII/Main/lib/hlsoundlib.h $
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* $Log: /DescentIII/Main/lib/hlsoundlib.h $
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*
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*
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* get_mouse_raw_values now returns screen coords, not deltas.
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* get_mouse_raw_values now returns screen coords, not deltas.
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*
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*
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* 60 4/24/99 5:39p Samir
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* 60 4/24/99 5:39p Samir
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* mouse control now framerate independant.
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* mouse control now framerate independent.
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*
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*
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* 59 4/21/99 10:58a Samir
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* 59 4/21/99 10:58a Samir
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* set sensitivity for all controllers, not just active ones.
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* set sensitivity for all controllers, not just active ones.
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