allways -> always.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1172 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Mark Olsen 2005-07-28 15:33:27 +00:00
parent 19476733cb
commit 46c05df0ea
17 changed files with 27 additions and 27 deletions

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@ -307,7 +307,7 @@ readnext:
realtime = demotime; // warp
}
else if (!cl.paused && cls.state >= ca_onserver)
{ // allways grab until fully connected
{ // always grab until fully connected
if (realtime + 1.0 < demotime)
{
// too far back

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@ -547,7 +547,7 @@ void CL_FinishMove (usercmd_t *cmd, int msecs, int pnum)
int bits;
//
// allways dump the first two message, because it may contain leftover inputs
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (++cl.movemessages <= 2)
@ -667,7 +667,7 @@ void CLNQ_SendMove (usercmd_t *cmd, int pnum, sizebuf_t *buf)
if (cls.demoplayback!=DPB_NONE)
return; //err... don't bother... :)
//
// allways dump the first two message, because it may contain leftover inputs
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (++cl.movemessages <= 2)

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@ -66,7 +66,7 @@ Con_Printf ();
net
turn off messages option
the refresh is allways rendered, unless the console is full screen
the refresh is always rendered, unless the console is full screen
console is:

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@ -447,7 +447,7 @@ typedef struct
// the client simulates or interpolates movement to get these values
double time; // this is the time value that the client
// is rendering at. allways <= realtime
// is rendering at. always <= realtime
float gametime;
float gametimemark;
float oldgametime; //used as the old time to lerp cl.time from.

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@ -852,7 +852,7 @@ void Con_DrawInput (void)
int si, x;
if (key_dest != key_console && cls.state == ca_active)
return; // don't draw anything (allways draw if not active)
return; // don't draw anything (always draw if not active)
if (!con_current->linebuffered)
return; //fixme: draw any unfinished lines of the current console instead.

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@ -118,7 +118,7 @@ typedef struct
float fvrectbottom; // bottommost edge, for Alias clamping
float horizontalFieldOfView; // at Z = 1.0, this many X is visible
// 2.0 = 90 degrees
float xOrigin; // should probably allways be 0.5
float xOrigin; // should probably always be 0.5
float yOrigin; // between be around 0.3 to 0.5
vec3_t vieworg;

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@ -739,7 +739,7 @@ channel_t *SND_PickChannel(soundcardinfo_t *sc, int entnum, int entchannel)
if (entchannel != 0 // channel 0 never overrides
&& sc->channel[ch_idx].entnum == entnum
&& (sc->channel[ch_idx].entchannel == entchannel || entchannel == -1) && sc->channel[ch_idx].end > snd_speed/10)
{ // allways override sound from same entity
{ // always override sound from same entity
first_to_die = ch_idx;
break;
}
@ -778,7 +778,7 @@ void SND_Spatialize(soundcardinfo_t *sc, channel_t *ch)
sfx_t *snd;
int i;
// anything coming from the view entity will allways be full volume
// anything coming from the view entity will always be full volume
if (ch->entnum == -1 || ch->entnum == cl.playernum[0]+1)
{
for (i = 0; i < sc->sn.numchannels; i++)

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@ -1074,7 +1074,7 @@ void V_CalcIntermissionRefdef (int pnum)
VectorCopy (cl.simangles[pnum], r_refdef.viewangles);
view->model = NULL;
// allways idle in intermission
// always idle in intermission
old = v_idlescale.value;
v_idlescale.value = 1;
V_AddIdle (pnum);

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@ -96,7 +96,7 @@ extern int Cmd_ExecLevel;
extern cvar_t cmd_gamecodelevel, cmd_allowaccess;
// The functions that execute commands get their parameters with these
// functions. Cmd_Argv () will return an empty string, not a NULL
// if arg > argc, so string operations are allways safe.
// if arg > argc, so string operations are always safe.
int Cmd_CheckParm (char *parm);
// Returns the position (1 to argc-1) in the command's argument list

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@ -3055,7 +3055,7 @@ int loadsize;
COM_LoadFile
Filename are reletive to the quake directory.
Allways appends a 0 qbyte to the loaded data.
Always appends a 0 qbyte to the loaded data.
============
*/
qbyte *COM_LoadFile (char *path, int usehunk)
@ -3154,7 +3154,7 @@ qbyte *COM_LoadFile (char *path, int usehunk)
COM_LoadFile
Filename are reletive to the quake directory.
Allways appends a 0 qbyte to the loaded data.
Always appends a 0 qbyte to the loaded data.
============
*/
/*

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@ -56,7 +56,7 @@ If the message buffer is overflowed, either by a single message, or by
multiple frames worth piling up while the last reliable transmit goes
unacknowledged, the netchan signals a fatal error.
Reliable messages are allways placed first in a packet, then the unreliable
Reliable messages are always placed first in a packet, then the unreliable
message is included if there is sufficient room.
To the receiver, there is no distinction between the reliable and unreliable

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@ -96,7 +96,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// out of band message id bytes
// M = master, S = server, C = client, A = any
// the second character will allways be \n if the message isn't a single
// the second character will always be \n if the message isn't a single
// qbyte long (?? not true anymore?)
#define S2C_CHALLENGE 'c'
@ -306,7 +306,7 @@ enum clcq2_ops_e
//==============================================
// playerinfo flags from server
// playerinfo allways sends: playernum, flags, origin[] and framenumber
// playerinfo always sends: playernum, flags, origin[] and framenumber
#define PF_MSEC (1<<0)
#define PF_COMMAND (1<<1)
@ -368,7 +368,7 @@ enum clcq2_ops_e
// if the high bit of the client to server qbyte is set, the low bits are
// client move cmd bits
// ms and angle2 are allways sent, the others are optional
// ms and angle2 are always sent, the others are optional
#define CM_ANGLE1 (1<<0)
#define CM_ANGLE3 (1<<1)
#define CM_FORWARD (1<<2)
@ -825,10 +825,10 @@ typedef struct q1usercmd_s
// entity_state_t->renderfx flags
#define Q2RF_MINLIGHT 1 // allways have some light (viewmodel)
#define Q2RF_MINLIGHT 1 // always have some light (viewmodel)
#define Q2RF_EXTERNALMODEL 2 // don't draw through eyes, only mirrors
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_FULLBRIGHT 8 // allways draw full intensity
#define Q2RF_FULLBRIGHT 8 // always draw full intensity
#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
#define Q2RF_TRANSLUCENT 32
#define Q2RF_FRAMELERP 64

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@ -24,10 +24,10 @@ typedef struct
// entity_state_t->renderfx flags
#define Q2RF_MINLIGHT 1 // allways have some light (viewmodel)
#define Q2RF_MINLIGHT 1 // always have some light (viewmodel)
#define Q2RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_FULLBRIGHT 8 // allways draw full intensity
#define Q2RF_FULLBRIGHT 8 // always draw full intensity
#define Q2RF_DEPTHHACK 16 // for view weapon Z crunching
#define Q2RF_TRANSLUCENT 32
#define Q2RF_FRAMELERP 64

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@ -82,7 +82,7 @@ other pointer types for models and clients?
compact string heap?
allways initialize all variables to something safe
always initialize all variables to something safe
the def->type->type arrangement is really silly.
@ -290,7 +290,7 @@ FILE *asmfile;
#endif
//=============================================================================
// offsets are allways multiplied by 4 before using
// offsets are always multiplied by 4 before using
typedef unsigned int gofs_t; // offset in global data block
typedef struct QCC_function_s QCC_function_t;
@ -383,7 +383,7 @@ struct QCC_function_s
char *file; // source file with definition
int file_line;
struct QCC_def_s *def;
unsigned int parm_ofs[MAX_PARMS]; // allways contiguous, right?
unsigned int parm_ofs[MAX_PARMS]; // always contiguous, right?
};

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@ -3523,7 +3523,7 @@ void SV_InitNet (void)
for (i = 0; sv_masterlist[i].cv.name; i++)
Cvar_Register(&sv_masterlist[i].cv, "master servers");
// heartbeats will allways be sent to the id master
// heartbeats will always be sent to the id master
svs.last_heartbeat = -99999; // send immediately
// NET_StringToAdr ("192.246.40.70:27000", &idmaster_adr);
}

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@ -1952,7 +1952,7 @@ void SV_Say (qboolean team)
if (!sv.mvdrecording || !cls)
return;
// non-team messages should be seen allways, even if not tracking any player
// non-team messages should be seen always, even if not tracking any player
if (!team && ((host_client->spectator && sv_spectalk.value) || !host_client->spectator))
{
MVDWrite_Begin (dem_all, 0, strlen(text)+3);

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@ -840,7 +840,7 @@ void SWR_DrawViewModel (void)
j = SWR_LightPoint (currententity->origin);
if (j < 24)
j = 24; // allways give some light on gun
j = 24; // always give some light on gun
r_viewlighting.ambientlight = j;
r_viewlighting.shadelight = j;