diff --git a/code/botlib/be_aas_reach.c b/code/botlib/be_aas_reach.c index e8dfaa42..dc6a58e9 100644 --- a/code/botlib/be_aas_reach.c +++ b/code/botlib/be_aas_reach.c @@ -848,7 +848,7 @@ int AAS_Reachability_Swim(int area1num, int area2num) area1 = &aasworld.areas[area1num]; area2 = &aasworld.areas[area2num]; - //if the areas are not near anough + //if the areas are not near enough for (i = 0; i < 3; i++) { if (area1->mins[i] > area2->maxs[i] + 10) return qfalse; @@ -923,7 +923,7 @@ int AAS_Reachability_EqualFloorHeight(int area1num, int area2num) area1 = &aasworld.areas[area1num]; area2 = &aasworld.areas[area2num]; - //if the areas are not near anough in the x-y direction + //if the areas are not near enough in the x-y direction for (i = 0; i < 2; i++) { if (area1->mins[i] > area2->maxs[i] + 10) return qfalse; @@ -1085,7 +1085,7 @@ int AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge(int area1num, int area2 area2 = &aasworld.areas[area2num]; //if the first area contains a liquid area1swim = AAS_AreaSwim(area1num); - //if the areas are not near anough in the x-y direction + //if the areas are not near enough in the x-y direction for (i = 0; i < 2; i++) { if (area1->mins[i] > area2->maxs[i] + 10) return qfalse; @@ -2131,7 +2131,7 @@ int AAS_Reachability_Jump(int area1num, int area2num) //maximum height a player can jump with the given initial z velocity maxjumpheight = AAS_MaxJumpHeight(phys_jumpvel); - //if the areas are not near anough in the x-y direction + //if the areas are not near enough in the x-y direction for (i = 0; i < 2; i++) { if (area1->mins[i] > area2->maxs[i] + maxjumpdistance) return qfalse; diff --git a/code/botlib/be_ai_move.c b/code/botlib/be_ai_move.c index ba28b66a..831e5f8f 100644 --- a/code/botlib/be_ai_move.c +++ b/code/botlib/be_ai_move.c @@ -1988,7 +1988,7 @@ bot_moveresult_t BotTravel_Ladder(bot_movestate_t *ms, aas_reachability_t *reach { //botimport.Print(PRT_MESSAGE, "moving towards ladder\n"); VectorSubtract(reach->end, ms->origin, dir); - //make sure the horizontal movement is large anough + //make sure the horizontal movement is large enough VectorCopy(dir, hordir); hordir[2] = 0; dist = VectorNormalize(hordir); diff --git a/code/cgame/cg_players.c b/code/cgame/cg_players.c index 6f74c27a..423d4e02 100644 --- a/code/cgame/cg_players.c +++ b/code/cgame/cg_players.c @@ -1696,7 +1696,7 @@ static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso dir[2] += 100; VectorNormalize( dir ); d = DotProduct(pole.axis[2], dir); - // if there is anough movement orthogonal to the flag pole + // if there is enough movement orthogonal to the flag pole if (fabs(d) < 0.9) { // d = DotProduct(pole.axis[0], dir); diff --git a/code/game/ai_dmnet.c b/code/game/ai_dmnet.c index e8f461db..38a84a44 100644 --- a/code/game/ai_dmnet.c +++ b/code/game/ai_dmnet.c @@ -2451,7 +2451,7 @@ int AINode_Battle_Retreat(bot_state_t *bs) { else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET) && !(bs->flags & BFL_IDEALVIEWSET) ) { attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1); - //if the bot is skilled anough + //if the bot is skilled enough if (attack_skill > 0.3) { BotAimAtEnemy(bs); } @@ -2597,7 +2597,7 @@ int AINode_Battle_NBG(bot_state_t *bs) { else if (!(moveresult.flags & MOVERESULT_MOVEMENTVIEWSET) && !(bs->flags & BFL_IDEALVIEWSET)) { attack_skill = trap_Characteristic_BFloat(bs->character, CHARACTERISTIC_ATTACK_SKILL, 0, 1); - //if the bot is skilled anough and the enemy is visible + //if the bot is skilled enough and the enemy is visible if (attack_skill > 0.3) { //&& BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy) BotAimAtEnemy(bs); diff --git a/code/game/ai_dmq3.c b/code/game/ai_dmq3.c index 4100fbed..6f742534 100644 --- a/code/game/ai_dmq3.c +++ b/code/game/ai_dmq3.c @@ -713,7 +713,7 @@ void BotCTFSeekGoals(bot_state_t *bs) { //if the bot is roaming if (bs->ctfroam_time > FloatTime()) return; - //if the bot has anough aggression to decide what to do + //if the bot has enough aggression to decide what to do if (BotAggression(bs) < 50) return; //set the time to send a message to the team mates @@ -960,7 +960,7 @@ void Bot1FCTFSeekGoals(bot_state_t *bs) { //if the bot is roaming if (bs->ctfroam_time > FloatTime()) return; - //if the bot has anough aggression to decide what to do + //if the bot has enough aggression to decide what to do if (BotAggression(bs) < 50) return; //set the time to send a message to the team mates @@ -1074,7 +1074,7 @@ void BotObeliskSeekGoals(bot_state_t *bs) { //if the bot is roaming if (bs->ctfroam_time > FloatTime()) return; - //if the bot has anough aggression to decide what to do + //if the bot has enough aggression to decide what to do if (BotAggression(bs) < 50) return; //set the time to send a message to the team mates @@ -1219,7 +1219,7 @@ void BotHarvesterSeekGoals(bot_state_t *bs) { //if the bot is roaming if (bs->ctfroam_time > FloatTime()) return; - //if the bot has anough aggression to decide what to do + //if the bot has enough aggression to decide what to do if (BotAggression(bs) < 50) return; //set the time to send a message to the team mates @@ -2515,7 +2515,7 @@ int BotWantsToCamp(bot_state_t *bs) { bs->camp_time = FloatTime(); return qfalse; } - //if the bot isn't healthy anough + //if the bot isn't healthy enough if (BotAggression(bs) < 50) return qfalse; //the bot should have at least have the rocket launcher, the railgun or the bfg10k with some ammo if ((bs->inventory[INVENTORY_ROCKETLAUNCHER] <= 0 || bs->inventory[INVENTORY_ROCKETS] < 10) && @@ -2607,7 +2607,7 @@ void BotRoamGoal(bot_state_t *bs, vec3_t goal) { //direction and length towards the roam target VectorSubtract(trace.endpos, bs->origin, dir); len = VectorNormalize(dir); - //if the roam target is far away anough + //if the roam target is far away enough if (len > 200) { //the roam target is in the given direction before walls VectorScale(dir, len * trace.fraction - 40, dir); @@ -3398,7 +3398,7 @@ void BotAimAtEnemy(bot_state_t *bs) { VectorSubtract(entinfo.origin, bs->enemyorigin, dir); //if the enemy is NOT pretty far away and strafing just small steps left and right if (!(dist > 100 && VectorLengthSquared(dir) < Square(32))) { - //if skilled anough do exact prediction + //if skilled enough do exact prediction if (aim_skill > 0.8 && //if the weapon is ready to fire bs->cur_ps.weaponstate == WEAPON_READY) { @@ -3458,10 +3458,10 @@ void BotAimAtEnemy(bot_state_t *bs) { //if hitpoint is not vertically too far from the ground target if (fabs(trace.endpos[2] - groundtarget[2]) < 50) { VectorSubtract(trace.endpos, groundtarget, dir); - //if the hitpoint is near anough the ground target + //if the hitpoint is near enough the ground target if (VectorLengthSquared(dir) < Square(60)) { VectorSubtract(trace.endpos, start, dir); - //if the hitpoint is far anough from the bot + //if the hitpoint is far enough from the bot if (VectorLengthSquared(dir) > Square(100)) { //check if the bot is visible from the ground target trace.endpos[2] += 1; @@ -3483,7 +3483,7 @@ void BotAimAtEnemy(bot_state_t *bs) { // VectorCopy(bs->lastenemyorigin, bestorigin); bestorigin[2] += 8; - //if the bot is skilled anough + //if the bot is skilled enough if (aim_skill > 0.5) { //do prediction shots around corners if (wi.number == WP_BFG || diff --git a/code/q3_ui/ui_gameinfo.c b/code/q3_ui/ui_gameinfo.c index 493d1721..14e0c7d9 100644 --- a/code/q3_ui/ui_gameinfo.c +++ b/code/q3_ui/ui_gameinfo.c @@ -197,7 +197,7 @@ static void UI_LoadArenas( void ) { UI_LoadArenasFromFile(filename); } trap_Print( va( "%i arenas parsed\n", ui_numArenas ) ); - if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all arenas\n"); + if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not enough memory in pool to load all arenas\n"); // set initial numbers for( n = 0; n < ui_numArenas; n++ ) { @@ -347,7 +347,7 @@ static void UI_LoadBotsFromFile( char *filename ) { trap_FS_FCloseFile( f ); ui_numBots += UI_ParseInfos( buf, MAX_BOTS - ui_numBots, &ui_botInfos[ui_numBots] ); - if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all bots\n"); + if (outOfMemory) trap_Print(S_COLOR_YELLOW"WARNING: not enough memory in pool to load all bots\n"); } /* diff --git a/code/ui/ui_gameinfo.c b/code/ui/ui_gameinfo.c index b4c5cfff..557dee23 100644 --- a/code/ui/ui_gameinfo.c +++ b/code/ui/ui_gameinfo.c @@ -164,7 +164,7 @@ void UI_LoadArenas( void ) { } trap_Print( va( "%i arenas parsed\n", ui_numArenas ) ); if (UI_OutOfMemory()) { - trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all arenas\n"); + trap_Print(S_COLOR_YELLOW"WARNING: not enough memory in pool to load all arenas\n"); } for( n = 0; n < ui_numArenas; n++ ) {