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Fix typos and en_US/en_GB inconsistency in various files (#12902)
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6191bafcad
commit
d1b80b462e
84 changed files with 134 additions and 134 deletions
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@ -53,7 +53,7 @@ Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *re
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{
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auto smgr = rendering_engine->get_scene_manager();
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// note: making the camera node a child of the player node
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// would lead to unexpected behaviour, so we don't do that.
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// would lead to unexpected behavior, so we don't do that.
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m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
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m_headnode = smgr->addEmptySceneNode(m_playernode);
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m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
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@ -418,7 +418,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
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v3f abs_cam_up;
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m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
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// Seperate camera position for calculation
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// Separate camera position for calculation
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v3f my_cp = m_camera_position;
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// 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
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TextureUpdateArgs* targs = (TextureUpdateArgs*) args;
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u16 cur_percent = ceil(progress / (double) max_progress * 100.);
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// update the loading menu -- if neccessary
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// update the loading menu -- if necessary
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bool do_draw = false;
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u64 time_ms = targs->last_time_ms;
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if (cur_percent != targs->last_percent) {
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@ -1743,7 +1743,7 @@ void GenericCAO::processMessage(const std::string &data)
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} else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
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std::string mod = deSerializeString16(is);
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// immediately reset a engine issued texture modifier if a mod sends a different one
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// immediately reset an engine issued texture modifier if a mod sends a different one
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if (m_reset_textures_timer > 0) {
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m_reset_textures_timer = -1;
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updateTextures(m_previous_texture_modifier);
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@ -787,7 +787,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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aabb3f(-a, b, -a, a, a, -b), // z-
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};
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// tables of neighbour (connect if same type and merge allowed),
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// tables of neighbor (connect if same type and merge allowed),
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// checked with g_26dirs
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// 1 = connect, 0 = face visible
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@ -802,7 +802,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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{1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
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const bool *check_nb = check_nb_all;
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// neighbours checks for frames visibility
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// neighbors checks for frames visibility
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if (H_merge || V_merge) {
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if (!H_merge)
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check_nb = check_nb_vertical; // vertical-only merge
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@ -887,7 +887,7 @@ private:
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void updateChat(f32 dtime);
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bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
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const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
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const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
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const NodeMetadata *meta);
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static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
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@ -3409,7 +3409,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
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const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
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{
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v3s16 nodepos = pointed.node_undersurface;
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v3s16 neighbourpos = pointed.node_abovesurface;
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v3s16 neighborpos = pointed.node_abovesurface;
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/*
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Check information text of node
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@ -3453,7 +3453,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
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// And also set the sound and send the interact
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// But first check for meta formspec and rightclickable
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auto &def = selected_item.getDefinition(itemdef_manager);
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bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
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bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
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pointed, meta);
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if (placed && client->modsLoaded())
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@ -3462,7 +3462,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
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}
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bool Game::nodePlacement(const ItemDefinition &selected_def,
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const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
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const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
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const PointedThing &pointed, const NodeMetadata *meta)
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{
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const auto &prediction = selected_def.node_placement_prediction;
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@ -3512,7 +3512,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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verbosestream << "Node placement prediction for "
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<< selected_def.name << " is " << prediction << std::endl;
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v3s16 p = neighbourpos;
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v3s16 p = neighborpos;
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// Place inside node itself if buildable_to
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MapNode n_under = map.getNode(nodepos, &is_valid_position);
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@ -3556,7 +3556,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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param2 = place_param2;
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} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
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predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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v3s16 dir = nodepos - neighbourpos;
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v3s16 dir = nodepos - neighborpos;
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if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
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param2 = dir.Y < 0 ? 1 : 0;
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@ -3634,14 +3634,14 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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try {
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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// Dont place node when player would be inside new node
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// Don't place node when player would be inside new node
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// NOTE: This is to be eventually implemented by a mod as client-side Lua
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if (!nodedef->get(n).walkable ||
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g_settings->getBool("enable_build_where_you_stand") ||
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(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
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(nodedef->get(n).walkable &&
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neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
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neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
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neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
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neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
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// This triggers the required mesh update too
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client->addNode(p, n);
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// Report to server
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@ -189,7 +189,7 @@ JoystickLayout create_dragonrise_gamecube_layout()
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// D-Pad
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JLO_A_PB(KeyType::HOTBAR_PREV, 5, 1, jlo.axes_deadzone); // left
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JLO_A_PB(KeyType::HOTBAR_NEXT, 5, -1, jlo.axes_deadzone); // right
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// Axis are hard to actuate independantly, best to leave up and down unused.
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// Axis are hard to actuate independently, best to leave up and down unused.
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//JLO_A_PB(0, 6, 1, jlo.axes_deadzone); // up
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//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,
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}
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}
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} else {
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// legacy behaviour: check just one node
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// legacy behavior: check just one node
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node = map->getNode(p + v3s16(0, 1, 0), &is_valid_position);
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ok = is_valid_position && !nodemgr->get(node).walkable;
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}
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@ -355,7 +355,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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v3f sneak_max = m_collisionbox.getExtent() * 0.49f;
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if (m_sneak_ladder_detected) {
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// restore legacy behaviour (this makes the m_speed.Y hack necessary)
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// restore legacy behavior (this makes the m_speed.Y hack necessary)
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sneak_max = v3f(0.4f * BS, 0.0f, 0.4f * BS);
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}
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@ -924,7 +924,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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&position, &m_speed, accel_f);
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// Positition was slightly changed; update standing node pos
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// Position was slightly changed; update standing node pos
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if (touching_ground)
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m_standing_node = floatToInt(m_position - v3f(0.0f, 0.1f * BS, 0.0f), BS);
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else
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@ -327,7 +327,7 @@ public:
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shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
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m_camera_pos.set(cam_pos, services);
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// I dont like using this hardcoded value. maybe something like
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// I don't like using this hardcoded value. maybe something like
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// MAX_TEXTURE - 1 or somthing like that??
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s32 TextureLayerID = 3;
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m_shadow_texture.set(&TextureLayerID, services);
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@ -465,7 +465,7 @@ void Sky::update(float time_of_day, float time_brightness,
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video::SColorf pointcolor_sun_f(1, 1, 1, 1);
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// Use tonemap only if default sun/moon tinting is used
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// which keeps previous behaviour.
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// which keeps previous behavior.
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if (m_sun_tonemap && m_default_tint) {
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pointcolor_sun_f.r = pointcolor_light *
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(float)m_materials[3].EmissiveColor.getRed() / 255;
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@ -516,7 +516,7 @@ u32 TextureSource::getTextureId(const std::string &name)
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return 0;
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}
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// Draw an image on top of an another one, using the alpha channel of the
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// Draw an image on top of another one, using the alpha channel of the
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// source image
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static void blit_with_alpha(video::IImage *src, video::IImage *dst,
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v2s32 src_pos, v2s32 dst_pos, v2u32 size);
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@ -1854,7 +1854,7 @@ static inline video::SColor blitPixel(const video::SColor &src_c, const video::S
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}
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/*
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Draw an image on top of an another one, using the alpha channel of the
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Draw an image on top of another one, using the alpha channel of the
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source image
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This exists because IImage::copyToWithAlpha() doesn't seem to always
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@ -1878,7 +1878,7 @@ static void blit_with_alpha(video::IImage *src, video::IImage *dst,
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}
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/*
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Draw an image on top of an another one, using the alpha channel of the
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Draw an image on top of another one, using the alpha channel of the
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source image; only modify fully opaque pixels in destinaion
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*/
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static void blit_with_alpha_overlay(video::IImage *src, video::IImage *dst,
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@ -1905,7 +1905,7 @@ static void blit_with_alpha_overlay(video::IImage *src, video::IImage *dst,
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// Feel free to re-enable if you find it handy.
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#if 0
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/*
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Draw an image on top of an another one, using the specified ratio
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Draw an image on top of another one, using the specified ratio
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modify all partially-opaque pixels in the destination.
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*/
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static void blit_with_interpolate_overlay(video::IImage *src, video::IImage *dst,
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