REFACTOR [anough to enough]
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@@ -848,7 +848,7 @@ int AAS_Reachability_Swim(int area1num, int area2num)
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area1 = &aasworld.areas[area1num];
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area2 = &aasworld.areas[area2num];
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//if the areas are not near anough
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//if the areas are not near enough
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for (i = 0; i < 3; i++)
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{
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if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
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@@ -923,7 +923,7 @@ int AAS_Reachability_EqualFloorHeight(int area1num, int area2num)
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area1 = &aasworld.areas[area1num];
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area2 = &aasworld.areas[area2num];
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//if the areas are not near anough in the x-y direction
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//if the areas are not near enough in the x-y direction
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for (i = 0; i < 2; i++)
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{
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if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
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@@ -1085,7 +1085,7 @@ int AAS_Reachability_Step_Barrier_WaterJump_WalkOffLedge(int area1num, int area2
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area2 = &aasworld.areas[area2num];
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//if the first area contains a liquid
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area1swim = AAS_AreaSwim(area1num);
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//if the areas are not near anough in the x-y direction
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//if the areas are not near enough in the x-y direction
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for (i = 0; i < 2; i++)
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{
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if (area1->mins[i] > area2->maxs[i] + 10) return qfalse;
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@@ -2131,7 +2131,7 @@ int AAS_Reachability_Jump(int area1num, int area2num)
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//maximum height a player can jump with the given initial z velocity
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maxjumpheight = AAS_MaxJumpHeight(phys_jumpvel);
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//if the areas are not near anough in the x-y direction
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//if the areas are not near enough in the x-y direction
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for (i = 0; i < 2; i++)
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{
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if (area1->mins[i] > area2->maxs[i] + maxjumpdistance) return qfalse;
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@@ -1988,7 +1988,7 @@ bot_moveresult_t BotTravel_Ladder(bot_movestate_t *ms, aas_reachability_t *reach
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{
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//botimport.Print(PRT_MESSAGE, "moving towards ladder\n");
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VectorSubtract(reach->end, ms->origin, dir);
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//make sure the horizontal movement is large anough
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//make sure the horizontal movement is large enough
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VectorCopy(dir, hordir);
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hordir[2] = 0;
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dist = VectorNormalize(hordir);
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