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Fix typos and en_US/en_GB inconsistency in various files (#12902)

This commit is contained in:
Abdou-31 2022-11-09 17:57:19 +01:00 committed by GitHub
parent 6191bafcad
commit d1b80b462e
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GPG key ID: 4AEE18F83AFDEB23
84 changed files with 134 additions and 134 deletions

View file

@ -53,7 +53,7 @@ Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *re
{
auto smgr = rendering_engine->get_scene_manager();
// note: making the camera node a child of the player node
// would lead to unexpected behaviour, so we don't do that.
// would lead to unexpected behavior, so we don't do that.
m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
m_headnode = smgr->addEmptySceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
@ -418,7 +418,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
v3f abs_cam_up;
m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
// Seperate camera position for calculation
// Separate camera position for calculation
v3f my_cp = m_camera_position;
// Reposition the camera for third person view

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@ -1720,7 +1720,7 @@ void Client::showUpdateProgressTexture(void *args, u32 progress, u32 max_progres
TextureUpdateArgs* targs = (TextureUpdateArgs*) args;
u16 cur_percent = ceil(progress / (double) max_progress * 100.);
// update the loading menu -- if neccessary
// update the loading menu -- if necessary
bool do_draw = false;
u64 time_ms = targs->last_time_ms;
if (cur_percent != targs->last_percent) {

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@ -1743,7 +1743,7 @@ void GenericCAO::processMessage(const std::string &data)
} else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
std::string mod = deSerializeString16(is);
// immediately reset a engine issued texture modifier if a mod sends a different one
// immediately reset an engine issued texture modifier if a mod sends a different one
if (m_reset_textures_timer > 0) {
m_reset_textures_timer = -1;
updateTextures(m_previous_texture_modifier);

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@ -787,7 +787,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
aabb3f(-a, b, -a, a, a, -b), // z-
};
// tables of neighbour (connect if same type and merge allowed),
// tables of neighbor (connect if same type and merge allowed),
// checked with g_26dirs
// 1 = connect, 0 = face visible
@ -802,7 +802,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
{1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
const bool *check_nb = check_nb_all;
// neighbours checks for frames visibility
// neighbors checks for frames visibility
if (H_merge || V_merge) {
if (!H_merge)
check_nb = check_nb_vertical; // vertical-only merge

View file

@ -887,7 +887,7 @@ private:
void updateChat(f32 dtime);
bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
const NodeMetadata *meta);
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
@ -3409,7 +3409,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
v3s16 neighborpos = pointed.node_abovesurface;
/*
Check information text of node
@ -3453,7 +3453,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
// And also set the sound and send the interact
// But first check for meta formspec and rightclickable
auto &def = selected_item.getDefinition(itemdef_manager);
bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
pointed, meta);
if (placed && client->modsLoaded())
@ -3462,7 +3462,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
}
bool Game::nodePlacement(const ItemDefinition &selected_def,
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
const PointedThing &pointed, const NodeMetadata *meta)
{
const auto &prediction = selected_def.node_placement_prediction;
@ -3512,7 +3512,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
verbosestream << "Node placement prediction for "
<< selected_def.name << " is " << prediction << std::endl;
v3s16 p = neighbourpos;
v3s16 p = neighborpos;
// Place inside node itself if buildable_to
MapNode n_under = map.getNode(nodepos, &is_valid_position);
@ -3556,7 +3556,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
param2 = place_param2;
} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
v3s16 dir = nodepos - neighborpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
param2 = dir.Y < 0 ? 1 : 0;
@ -3634,14 +3634,14 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
try {
LocalPlayer *player = client->getEnv().getLocalPlayer();
// Dont place node when player would be inside new node
// Don't place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!nodedef->get(n).walkable ||
g_settings->getBool("enable_build_where_you_stand") ||
(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
(nodedef->get(n).walkable &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
// This triggers the required mesh update too
client->addNode(p, n);
// Report to server

View file

@ -189,7 +189,7 @@ JoystickLayout create_dragonrise_gamecube_layout()
// D-Pad
JLO_A_PB(KeyType::HOTBAR_PREV, 5, 1, jlo.axes_deadzone); // left
JLO_A_PB(KeyType::HOTBAR_NEXT, 5, -1, jlo.axes_deadzone); // right
// Axis are hard to actuate independantly, best to leave up and down unused.
// Axis are hard to actuate independently, best to leave up and down unused.
//JLO_A_PB(0, 6, 1, jlo.axes_deadzone); // up
//JLO_A_PB(0, 6, -1, jlo.axes_deadzone); // down

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@ -138,7 +138,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
}
}
} else {
// legacy behaviour: check just one node
// legacy behavior: check just one node
node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
ok = is_valid_position && !nodemgr->get(node).walkable;
}
@ -355,7 +355,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
v3f sneak_max = m_collisionbox.getExtent() * 0.49f;
if (m_sneak_ladder_detected) {
// restore legacy behaviour (this makes the m_speed.Y hack necessary)
// restore legacy behavior (this makes the m_speed.Y hack necessary)
sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
}
@ -924,7 +924,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
pos_max_d, m_collisionbox, player_stepheight, dtime,
&position, &m_speed, accel_f);
// Positition was slightly changed; update standing node pos
// Position was slightly changed; update standing node pos
if (touching_ground)
m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
else

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@ -327,7 +327,7 @@ public:
shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
m_camera_pos.set(cam_pos, services);
// I dont like using this hardcoded value. maybe something like
// I don't like using this hardcoded value. maybe something like
// MAX_TEXTURE - 1 or somthing like that??
s32 TextureLayerID = 3;
m_shadow_texture.set(&TextureLayerID, services);

View file

@ -465,7 +465,7 @@ void Sky::update(float time_of_day, float time_brightness,
video::SColorf pointcolor_sun_f(1, 1, 1, 1);
// Use tonemap only if default sun/moon tinting is used
// which keeps previous behaviour.
// which keeps previous behavior.
if (m_sun_tonemap && m_default_tint) {
pointcolor_sun_f.r = pointcolor_light *
(float)m_materials[3].EmissiveColor.getRed() / 255;

View file

@ -516,7 +516,7 @@ u32 TextureSource::getTextureId(const std::string &name)
return 0;
}
// Draw an image on top of an another one, using the alpha channel of the
// Draw an image on top of another one, using the alpha channel of the
// source image
static void blit_with_alpha(video::IImage *src, video::IImage *dst,
v2s32 src_pos, v2s32 dst_pos, v2u32 size);
@ -1854,7 +1854,7 @@ static inline video::SColor blitPixel(const video::SColor &src_c, const video::S
}
/*
Draw an image on top of an another one, using the alpha channel of the
Draw an image on top of another one, using the alpha channel of the
source image
This exists because IImage::copyToWithAlpha() doesn't seem to always
@ -1878,7 +1878,7 @@ static void blit_with_alpha(video::IImage *src, video::IImage *dst,
}
/*
Draw an image on top of an another one, using the alpha channel of the
Draw an image on top of another one, using the alpha channel of the
source image; only modify fully opaque pixels in destinaion
*/
static void blit_with_alpha_overlay(video::IImage *src, video::IImage *dst,
@ -1905,7 +1905,7 @@ static void blit_with_alpha_overlay(video::IImage *src, video::IImage *dst,
// Feel free to re-enable if you find it handy.
#if 0
/*
Draw an image on top of an another one, using the specified ratio
Draw an image on top of another one, using the specified ratio
modify all partially-opaque pixels in the destination.
*/
static void blit_with_interpolate_overlay(video::IImage *src, video::IImage *dst,