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-rw-r--r--src/client/camera.cpp4
-rw-r--r--src/client/client.cpp2
-rw-r--r--src/client/content_cao.cpp2
-rw-r--r--src/client/content_mapblock.cpp4
-rw-r--r--src/client/game.cpp18
-rw-r--r--src/client/joystick_controller.cpp2
-rw-r--r--src/client/localplayer.cpp6
-rw-r--r--src/client/shader.cpp2
-rw-r--r--src/client/sky.cpp2
-rw-r--r--src/client/tile.cpp8
10 files changed, 25 insertions, 25 deletions
diff --git a/src/client/camera.cpp b/src/client/camera.cpp
index e2f50e4a6..ba621d15b 100644
--- a/src/client/camera.cpp
+++ b/src/client/camera.cpp
@@ -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
diff --git a/src/client/client.cpp b/src/client/client.cpp
index bb1dc70a1..016fb3a8d 100644
--- a/src/client/client.cpp
+++ b/src/client/client.cpp
@@ -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) {
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp
index 993fa6e59..c43ca8696 100644
--- a/src/client/content_cao.cpp
+++ b/src/client/content_cao.cpp
@@ -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);
diff --git a/src/client/content_mapblock.cpp b/src/client/content_mapblock.cpp
index b46fde5e3..1cd1f1441 100644
--- a/src/client/content_mapblock.cpp
+++ b/src/client/content_mapblock.cpp
@@ -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
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 2f97b9b0c..8ab8dd135 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -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
diff --git a/src/client/joystick_controller.cpp b/src/client/joystick_controller.cpp
index 9e58b9f62..19626d24e 100644
--- a/src/client/joystick_controller.cpp
+++ b/src/client/joystick_controller.cpp
@@ -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
diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp
index 80501f818..48d2d86ee 100644
--- a/src/client/localplayer.cpp
+++ b/src/client/localplayer.cpp
@@ -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
diff --git a/src/client/shader.cpp b/src/client/shader.cpp
index ab9b23117..fec58a0c9 100644
--- a/src/client/shader.cpp
+++ b/src/client/shader.cpp
@@ -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);
diff --git a/src/client/sky.cpp b/src/client/sky.cpp
index dd1c33b3e..0ab7398f2 100644
--- a/src/client/sky.cpp
+++ b/src/client/sky.cpp
@@ -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;
diff --git a/src/client/tile.cpp b/src/client/tile.cpp
index 133b0376f..0336bd82a 100644
--- a/src/client/tile.cpp
+++ b/src/client/tile.cpp
@@ -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,