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synced 2026-04-04 02:00:04 -04:00
Fix spello "interative why"
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@@ -2083,7 +2083,7 @@ int fvi_QuickDistCellList(int init_cell_index, vector *pos, float rad, int *quic
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if (yend >= TERRAIN_DEPTH)
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yend = TERRAIN_DEPTH - 1;
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// This should be a faster interative why to do a square with center at original position
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// This should be a faster iterative way to do a square with center at original position
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cur_node = TERRAIN_WIDTH * ystart + xstart;
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next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1;
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@@ -2150,7 +2150,7 @@ int fvi_QuickDistObjectList(vector *pos, int init_room_index, float rad, int16_t
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if (yend >= TERRAIN_DEPTH)
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yend = TERRAIN_DEPTH - 1;
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// This should be a faster interative why to do a square with center at original position
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// This should be a faster iterative way to do a square with center at original position
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cur_node = TERRAIN_WIDTH * ystart + xstart;
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next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1;
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@@ -4075,7 +4075,7 @@ inline void check_terrain_node(int cur_node, bool f_check_local_nodes, bool f_ch
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if (yend >= TERRAIN_DEPTH)
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yend = TERRAIN_DEPTH - 1;
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// This should be a faster interative why to do a square with center at original position
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// This should be a faster iterative way to do a square with center at original position
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new_node = TERRAIN_WIDTH * ystart + xstart;
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next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1;
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@@ -4136,7 +4136,7 @@ inline void check_square_node(int x, int y, int width)
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if(ystart < 0) ystart = 0;
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if(yend >= TERRAIN_DEPTH) yend = TERRAIN_DEPTH - 1;
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// This should be a faster interative why to do a square with center at original position
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// This should be a faster iterative way to do a square with center at original position
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new_node = TERRAIN_WIDTH * ystart + xstart;
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next_y_delta = TERRAIN_WIDTH - (xend - xstart) - 1;
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