From 0ade80044244ecfd180e7a3dfc0113dcf3a26572 Mon Sep 17 00:00:00 2001 From: squidink7 Date: Mon, 23 Jan 2023 00:19:50 +0000 Subject: [PATCH] Use gender-neutral pronouns when referring to the player --- commands.cfg | 6 +++--- gamemodes-server.cfg | 4 ++-- mutators.cfg | 2 +- qcsrc/common/effects/qc/damageeffects.qc | 4 ++-- qcsrc/common/ent_cs.qc | 4 ++-- qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc | 6 +++--- .../gamemodes/gamemode/domination/sv_domination.qc | 2 +- .../gamemodes/gamemode/freezetag/sv_freezetag.qc | 2 +- qcsrc/common/gamemodes/gamemode/keyhunt/sv_keyhunt.qc | 4 ++-- qcsrc/common/gamemodes/gamemode/lms/sv_lms.qc | 2 +- qcsrc/common/mapobjects/subs.qc | 2 +- qcsrc/common/mapobjects/trigger/gravity.qc | 2 +- qcsrc/common/mapobjects/trigger/jumppads.qc | 2 +- qcsrc/common/mapobjects/trigger/keylock.qc | 2 +- qcsrc/common/mutators/mutator/sandbox/sv_sandbox.qc | 6 +++--- .../spawn_near_teammate/sv_spawn_near_teammate.qc | 10 +++++----- qcsrc/common/weapons/weapon/minelayer.qc | 4 ++-- qcsrc/lib/warpzone/server.qc | 2 +- .../menu/xonotic/dialog_multiplayer_create_mutators.qc | 2 +- qcsrc/server/bot/default/havocbot/havocbot.qc | 2 +- qcsrc/server/command/common.qh | 2 +- qcsrc/server/command/vote.qc | 2 +- qcsrc/server/damage.qc | 2 +- qcsrc/server/ipban.qc | 2 +- qcsrc/server/mutators/events.qh | 8 ++++---- qcsrc/server/race.qc | 4 ++-- qcsrc/server/weapons/tracing.qc | 2 +- xonotic-server.cfg | 4 ++-- 28 files changed, 48 insertions(+), 48 deletions(-) diff --git a/commands.cfg b/commands.cfg index 28c7e8063e..3a1ab30b70 100644 --- a/commands.cfg +++ b/commands.cfg @@ -343,11 +343,11 @@ set sv_vote_master 0 "Allows the use of the vote master system" set sv_vote_master_callable 0 "When set, users can use \"vmaster\" to call a vote to become master of voting commands" set sv_vote_master_password "" "when set, users can use \"vlogin PASSWORD\" to log in as master, then run master commands directly using vdo" set sv_vote_master_playerlimit 2 "Minimum number of players needed for a player to be allowed to vote for master" -set sv_vote_no_stops_vote 1 "Allow the vote caller to stop his own vote simply by voting no" +set sv_vote_no_stops_vote 1 "Allow the vote caller to stop their own vote simply by voting no" set sv_vote_singlecount 0 "set to 1 to count votes once after timeout or to 0 to count with every vote" set sv_vote_timeout 24 "a vote will timeout after this many seconds" -set sv_vote_wait 120 "a player can not call a vote again for this many seconds when his vote was not accepted" -set sv_vote_stop 15 "a player can not call a vote again for this many seconds when he stopped this vote (e.g. to correct it)" +set sv_vote_wait 120 "a player can not call a vote again for this many seconds when their vote was not accepted" +set sv_vote_stop 15 "a player can not call a vote again for this many seconds when they stopped this vote (e.g. to correct it)" set sv_vote_majority_factor 0.5 "What percentage of the PLAYERS constitute a majority? (Must be at least 0.5, recommended: 0.5)" set sv_vote_majority_factor_of_voted 0.5 "What percentage of the VOTERS constitute a majority too? (Must be at least 0.5, recommended: 0.5)" set sv_vote_gamestart 0 "Allow voting during map change" diff --git a/gamemodes-server.cfg b/gamemodes-server.cfg index a7379ed40f..bbe0c37bc9 100644 --- a/gamemodes-server.cfg +++ b/gamemodes-server.cfg @@ -297,7 +297,7 @@ set g_ctf_allow_monster_touch 0 "allow flags to be returned by monsters" set g_ctf_score_ignore_fields 0 "force regular score settings to override per entity specified scores" set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)" -set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less" +set g_ctf_shield_min_negscore 20 "shield the player from the flag if they've got this negative amount of points or less" set g_ctf_shield_force 100 "push force of the shield" set g_ctf_flag_red_model "models/ctf/flags.md3" @@ -504,7 +504,7 @@ set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the laun set g_nexball_delay_goal 3 "delay between a goal and a ball reset" set g_nexball_delay_idle 10 "maximal idle time before a reset" set g_nexball_delay_start 3 "time the ball stands on its spawn before being released" -set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched" +set g_nexball_delay_collect 0.5 "time before the same player can catch the ball they launched" set g_nexball_sound_bounce 1 "bouncing sound (0: off)" set g_nexball_basketball_trail 1 "1 to leave a trail" set g_nexball_football_trail 0 "1 to leave a trail" diff --git a/mutators.cfg b/mutators.cfg index 8949ed8b8b..900f4ae003 100644 --- a/mutators.cfg +++ b/mutators.cfg @@ -76,7 +76,7 @@ set g_vampire_use_total_damage 0 "If 1 then add combined damage (health + armor) // ======== // midair // ======== -set g_midair 0 "if set to 1 you can only apply damage to your opponent while he is airborne" +set g_midair 0 "if set to 1 you can only apply damage to your opponent while they are airborne" set g_midair_shieldtime 0.3 "number of seconds you are still invincible since you lost contact to the ground" diff --git a/qcsrc/common/effects/qc/damageeffects.qc b/qcsrc/common/effects/qc/damageeffects.qc index cb58a055c5..1d8b6c53c5 100644 --- a/qcsrc/common/effects/qc/damageeffects.qc +++ b/qcsrc/common/effects/qc/damageeffects.qc @@ -76,8 +76,8 @@ void DamageEffect_Think(entity this) } if(this.state && !this.owner.csqcmodel_isdead) { - // if the player was dead but is now alive, it means he respawned - // if so, clear his damage effects, or damages from his dead body will be copied back + // if the player was dead but is now alive, it means they respawned + // if so, clear their damage effects, or damages from their dead body will be copied back this.owner.total_damages = max(0, this.owner.total_damages - 1); delete(this); return; diff --git a/qcsrc/common/ent_cs.qc b/qcsrc/common/ent_cs.qc index f8e1941f59..85119de088 100644 --- a/qcsrc/common/ent_cs.qc +++ b/qcsrc/common/ent_cs.qc @@ -230,8 +230,8 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL, } // always send origin of players even if they stand still otherwise - // if a teammate isn't in my pvs and his health (or view angle or name - // etc...) changes then his tag disappears + // if a teammate isn't in my pvs and their health (or view angle or name + // etc...) changes then their tag disappears if (IS_PLAYER(this.owner)) this.SendFlags |= BIT(ENTCS_PROP_ORIGIN_id); diff --git a/qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc b/qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc index 91952b2d15..2c82db96c8 100644 --- a/qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc +++ b/qcsrc/common/gamemodes/gamemode/ctf/sv_ctf.qc @@ -1118,7 +1118,7 @@ METHOD(Flag, giveTo, bool(Flag this, entity flag, entity toucher)) ctf_Handle_Pickup(flag, toucher, PICKUP_BASE); // toucher just stole the neutral flag } else if(CTF_SAMETEAM(toucher, flag) && (toucher.flagcarried) && DIFF_TEAM(toucher.flagcarried, flag) && is_not_monster) - ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to his base + ctf_Handle_Capture(flag, toucher, CAPTURE_NORMAL); // toucher just captured the enemies flag to their base else if(CTF_DIFFTEAM(toucher, flag) && (toucher.flagcarried) && CTF_SAMETEAM(toucher.flagcarried, toucher) && (!toucher.ctf_captureshielded) && autocvar_g_ctf_flag_return_carrying && (time > toucher.next_take_time) && is_not_monster) { ctf_Handle_Return(toucher.flagcarried, toucher); // return their current flag @@ -1132,7 +1132,7 @@ METHOD(Flag, giveTo, bool(Flag this, entity flag, entity toucher)) case FLAG_DROPPED: { if(CTF_SAMETEAM(toucher, flag) && ctf_Immediate_Return_Allowed(flag, toucher)) - ctf_Handle_Return(flag, toucher); // toucher just returned his own flag + ctf_Handle_Return(flag, toucher); // toucher just returned their own flag else if(is_not_monster && (!toucher.flagcarried) && ((toucher != flag.ctf_dropper) || (time > flag.ctf_droptime + autocvar_g_ctf_flag_collect_delay))) ctf_Handle_Pickup(flag, toucher, PICKUP_DROPPED); // toucher just picked up a dropped enemy flag break; @@ -1560,7 +1560,7 @@ void havocbot_goalrating_ctf_enemyflag(entity this, float ratingscale) { if (head.ctf_status == FLAG_CARRY) { - // adjust rating of our flag carrier depending on his health + // adjust rating of our flag carrier depending on their health head = head.tag_entity; float f = bound(0, (GetResource(head, RES_HEALTH) + GetResource(head, RES_ARMOR)) / 100, 2) - 1; ratingscale += ratingscale * f * 0.1; diff --git a/qcsrc/common/gamemodes/gamemode/domination/sv_domination.qc b/qcsrc/common/gamemodes/gamemode/domination/sv_domination.qc index e3bbe77360..a82be5a3c1 100644 --- a/qcsrc/common/gamemodes/gamemode/domination/sv_domination.qc +++ b/qcsrc/common/gamemodes/gamemode/domination/sv_domination.qc @@ -183,7 +183,7 @@ void dompointthink(entity this) TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt); TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt); - // give credit to the individual player, if he is still there + // give credit to the individual player, if they are still there if (this.enemy.playerid == this.enemy_playerid) { GameRules_scoring_add(this.enemy, SCORE, fragamt); diff --git a/qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc b/qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc index 4c50abb464..444268a2dd 100644 --- a/qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc +++ b/qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc @@ -356,7 +356,7 @@ MUTATOR_HOOKFUNCTION(ft, PlayerDies) if(ITEM_DAMAGE_NEEDKILL(frag_deathtype) || frag_deathtype == DEATH_TEAMCHANGE.m_id || frag_deathtype == DEATH_AUTOTEAMCHANGE.m_id) { - // let the player die, he will be automatically frozen when he respawns + // let the player die, they will be automatically frozen when they respawn if (STAT(FROZEN, frag_target) != FROZEN_NORMAL) { freezetag_Add_Score(frag_target, frag_attacker); diff --git a/qcsrc/common/gamemodes/gamemode/keyhunt/sv_keyhunt.qc b/qcsrc/common/gamemodes/gamemode/keyhunt/sv_keyhunt.qc index 5f90c390f6..eaed750898 100644 --- a/qcsrc/common/gamemodes/gamemode/keyhunt/sv_keyhunt.qc +++ b/qcsrc/common/gamemodes/gamemode/keyhunt/sv_keyhunt.qc @@ -583,7 +583,7 @@ void kh_LoserTeam(int loser_team, entity lostkey) // runs when a player pushes { if(lostkey.kh_previous_owner) kh_Scores_Event(lostkey.kh_previous_owner, NULL, "pushed", 0, -autocvar_g_balance_keyhunt_score_push); - // don't actually GIVE him the -nn points, just log + // don't actually GIVE them the -nn points, just log kh_Scores_Event(attacker, NULL, "push", autocvar_g_balance_keyhunt_score_push, 0); GameRules_scoring_add(attacker, KH_PUSHES, 1); //centerprint(attacker, "Your push is the best!"); // does this really need to exist? @@ -603,7 +603,7 @@ void kh_LoserTeam(int loser_team, entity lostkey) // runs when a player pushes if(lostkey.kh_previous_owner) kh_Scores_Event(lostkey.kh_previous_owner, NULL, "destroyed", 0, -autocvar_g_balance_keyhunt_score_destroyed); - // don't actually GIVE him the -nn points, just log + // don't actually GIVE them the -nn points, just log if(lostkey.kh_previous_owner.playerid == lostkey.kh_previous_owner_playerid) GameRules_scoring_add(lostkey.kh_previous_owner, KH_DESTROYS, 1); diff --git a/qcsrc/common/gamemodes/gamemode/lms/sv_lms.qc b/qcsrc/common/gamemodes/gamemode/lms/sv_lms.qc index 947111a08f..ec085b7ae7 100644 --- a/qcsrc/common/gamemodes/gamemode/lms/sv_lms.qc +++ b/qcsrc/common/gamemodes/gamemode/lms/sv_lms.qc @@ -112,7 +112,7 @@ int WinningCondition_LMS() else { // a winner! - // and assign him his first place + // and assign them their first place GameRules_scoring_add(first_player, LMS_RANK, 1); first_player.winning = 1; return WINNING_YES; diff --git a/qcsrc/common/mapobjects/subs.qc b/qcsrc/common/mapobjects/subs.qc index 678bc11f65..9c8eda61bb 100644 --- a/qcsrc/common/mapobjects/subs.qc +++ b/qcsrc/common/mapobjects/subs.qc @@ -9,7 +9,7 @@ void SUB_CalcAngleMoveDone(entity this); spawnfunc(info_null) { delete(this); - // if anything breaks, tell the mapper to fix his map! info_null is meant to remove itself immediately. + // if anything breaks, tell the mapper to fix their map! info_null is meant to remove itself immediately. } #endif diff --git a/qcsrc/common/mapobjects/trigger/gravity.qc b/qcsrc/common/mapobjects/trigger/gravity.qc index 33e10ea09e..0582e708cf 100644 --- a/qcsrc/common/mapobjects/trigger/gravity.qc +++ b/qcsrc/common/mapobjects/trigger/gravity.qc @@ -15,7 +15,7 @@ void trigger_gravity_remove(entity own) } void trigger_gravity_check_think(entity this) { - // This spawns when a player enters the gravity zone and checks if he left. + // This spawns when a player enters the gravity zone and checks if they left. // Each frame, this.count is set to 2 by trigger_gravity_touch() and decreased by 1 here. // It the player has left the gravity trigger, this will be allowed to reach 0 and indicate that. if(this.count <= 0) diff --git a/qcsrc/common/mapobjects/trigger/jumppads.qc b/qcsrc/common/mapobjects/trigger/jumppads.qc index 67bb65191c..eee980618d 100644 --- a/qcsrc/common/mapobjects/trigger/jumppads.qc +++ b/qcsrc/common/mapobjects/trigger/jumppads.qc @@ -69,7 +69,7 @@ vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity p and ti. */ - // push him so high... + // push them so high... vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)! // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump! diff --git a/qcsrc/common/mapobjects/trigger/keylock.qc b/qcsrc/common/mapobjects/trigger/keylock.qc index 368da36519..3b66bb7e54 100644 --- a/qcsrc/common/mapobjects/trigger/keylock.qc +++ b/qcsrc/common/mapobjects/trigger/keylock.qc @@ -125,7 +125,7 @@ noise2: sound to play when a key is missing (default: misc/talk.wav) wait: prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4. ---------NOTES---------- If spawned without any key specified in itemkeys, this trigger will display an error and remove itself. -message2 and noise2 will be resent to the player every 2 seconds while he is in the trigger zone. +message2 and noise2 will be resent to the player every 2 seconds while they are in the trigger zone. */ spawnfunc(trigger_keylock) { diff --git a/qcsrc/common/mutators/mutator/sandbox/sv_sandbox.qc b/qcsrc/common/mutators/mutator/sandbox/sv_sandbox.qc index f3bf39f736..a31eee2ba4 100644 --- a/qcsrc/common/mutators/mutator/sandbox/sv_sandbox.qc +++ b/qcsrc/common/mutators/mutator/sandbox/sv_sandbox.qc @@ -186,7 +186,7 @@ entity sandbox_ObjectSpawn(entity this, float database) if(!database) { // set the object's owner via player UID - // if the player does not have an UID, the owner cannot be stored and his objects may be edited by anyone + // if the player does not have an UID, the owner cannot be stored and their objects may be edited by anyone if(this.crypto_idfp != "") e.crypto_idfp = strzone(this.crypto_idfp); else @@ -498,7 +498,7 @@ MUTATOR_HOOKFUNCTION(sandbox, SV_ParseClientCommand) print_to(player, "^3physics value ^7- object physics, 0 = static, 1 = movable, 2 = physical"); print_to(player, "^3force value ^7- amount of force applied to objects that are shot"); print_to(player, "^3material value ^7- sets the material of the object. Default materials are: metal, stone, wood, flesh"); - print_to(player, "^7\"^2object_claim^7\" sets the player as the owner of the object, if he has the right to edit it"); + print_to(player, "^7\"^2object_claim^7\" sets the player as the owner of the object, if they have the right to edit it"); print_to(player, "^7\"^2object_info ^3value^7\" shows public information about the object"); print_to(player, "^3object ^7- prints general information about the object, such as owner and creation / editing date"); print_to(player, "^3mesh ^7- prints information about the object's mesh, including skeletal bones"); @@ -750,7 +750,7 @@ MUTATOR_HOOKFUNCTION(sandbox, SV_ParseClientCommand) { // update the owner's name // Do this before checking if you're already the owner and skipping if such, so we - // also update the player's nickname if he changed it (but has the same player UID) + // also update the player's nickname if they changed it (but has the same player UID) if(e.netname != player.netname) { strcpy(e.netname, player.netname); diff --git a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc index 5d663e876d..8a325afd5c 100644 --- a/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc +++ b/qcsrc/common/mutators/mutator/spawn_near_teammate/sv_spawn_near_teammate.qc @@ -99,11 +99,11 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) if (weaponLocked(it)) continue; if (it == player) continue; - tested++; // i consider a teammate to be available when he passes the checks above + tested++; // i consider a teammate to be available when they pass the checks above vector horiz_vel = vec2(it.velocity); - // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind him according to where he's looking - // when running fast, spawn behind him according to his direction of movement to prevent colliding with the newly spawned player + // when walking slowly sideways, we assume the player wants a clear shot ahead - spawn behind them according to where they're looking + // when running fast, spawn behind them according to their direction of movement to prevent colliding with the newly spawned player vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0'; if (vdist(horiz_vel, >, autocvar_sv_maxspeed + 50)) { @@ -133,7 +133,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) if (trace_fraction != 1.0) goto skip; // 400 is about the height of a typical laser jump (in overkill) - // not traceline because we need space for the whole player, not just his origin + // not traceline because we need space for the whole player, not just their origin tracebox(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), horizontal_trace_endpos - 400 * up, MOVE_NORMAL, it); vector vectical_trace_endpos = trace_endpos; //te_lightning1(NULL, horizontal_trace_endpos, vectical_trace_endpos); @@ -143,7 +143,7 @@ MUTATOR_HOOKFUNCTION(spawn_near_teammate, PlayerSpawn) if (pointcontents(vectical_trace_endpos) != CONTENT_EMPTY) goto skip; // no lava or slime (or water which i assume would be annoying anyway) if (tracebox_hits_trigger_hurt(horizontal_trace_endpos, STAT(PL_MIN, player), STAT(PL_MAX, player), vectical_trace_endpos)) goto skip; - // make sure the spawned player will have floor ahead (or at least a wall - he shouldn't fall as soon as he starts moving) + // make sure the spawned player will have floor ahead (or at least a wall - they shouldn't fall as soon as they start moving) // top front of player's bbox - highest point we know is not inside solid vector floor_test_start = vectical_trace_endpos + up * STAT(PL_MAX, player).z + forward * STAT(PL_MAX, player).x; traceline(floor_test_start, floor_test_start + forward * 100 - up * 128, MOVE_NOMONSTERS, it); diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index b1ccb1b05b..9026521d62 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -126,7 +126,7 @@ void W_MineLayer_RemoteExplode(entity this) void W_MineLayer_ProximityExplode(entity this) { - // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance + // make sure no friend is in the mine's radius. If there is any, explosion is delayed until they're at a safe distance if(WEP_CVAR(minelayer, protection) && this.mine_explodeanyway == 0) { entity head; @@ -179,7 +179,7 @@ void W_MineLayer_Think(entity this) this.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near. } - // a player's mines shall explode if he disconnects or dies + // a player's mines shall explode if they disconnect or die // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams? if(!IS_PLAYER(this.realowner) || IS_DEAD(this.realowner) || STAT(FROZEN, this.realowner)) { diff --git a/qcsrc/lib/warpzone/server.qc b/qcsrc/lib/warpzone/server.qc index 1bb1aeb6a4..df1cd9559a 100644 --- a/qcsrc/lib/warpzone/server.qc +++ b/qcsrc/lib/warpzone/server.qc @@ -117,7 +117,7 @@ float WarpZone_Teleport(entity wz, entity player, float f0, float f1) o1 = o1 - v1 * (d / dv); } - // put him out of solid + // put them out of solid tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player); if(trace_startsolid) { diff --git a/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc b/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc index 564ffc5ae5..29a5c2f87b 100644 --- a/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc +++ b/qcsrc/menu/xonotic/dialog_multiplayer_create_mutators.qc @@ -239,7 +239,7 @@ void XonoticMutatorsDialog_fill(entity me) me.TR(me); me.TDempty(me, 0.2); me.TD(me, 1, 1.8, e = makeXonoticRadioButton_T(1, "g_instagib", "1", _("InstaGib"), - _("Players will be given only one weapon, which can instantly kill the opponent with a single shot. If the player runs out of ammo, he will have 10 seconds to find some or if he fails to do so, face death. The secondary fire mode does not inflict any damage but is good for doing trickjumps."))); + _("Players will be given only one weapon, which can instantly kill the opponent with a single shot. If the player runs out of ammo, they will have 10 seconds to find some or if they fail to do so, face death. The secondary fire mode does not inflict any damage but is good for doing trickjumps."))); e.cvarOffValue = "0"; me.TR(me); me.TDempty(me, 0.2); diff --git a/qcsrc/server/bot/default/havocbot/havocbot.qc b/qcsrc/server/bot/default/havocbot/havocbot.qc index f9a56195b2..57c18f096f 100644 --- a/qcsrc/server/bot/default/havocbot/havocbot.qc +++ b/qcsrc/server/bot/default/havocbot/havocbot.qc @@ -1297,7 +1297,7 @@ void havocbot_chooseenemy(entity this) if (trace_ent == this.enemy || trace_fraction == 1) if (vdist(targ_pos - this.origin, <, 1000)) { - // remain tracking him for a shot while (case he went after a small corner or pilar + // remain tracking them for a shot while (case they went after a small corner or pilar this.havocbot_chooseenemy_finished = time + 0.5; return; } diff --git a/qcsrc/server/command/common.qh b/qcsrc/server/command/common.qh index 5fbf0dc697..ec48845a10 100644 --- a/qcsrc/server/command/common.qh +++ b/qcsrc/server/command/common.qh @@ -59,7 +59,7 @@ float orig_slowmo; // contains the value of autocvar_slowmo so that, after float timeout_time; // contains the time in seconds that the active timeout has left float timeout_leadtime; // contains the number of seconds left of the leadtime (before the timeout starts) .float allowed_timeouts; // contains the number of allowed timeouts for each player -.vector lastV_angle; // used when pausing the game in order to force the player to keep his old view angle fixed +.vector lastV_angle; // used when pausing the game in order to force the player to keep their old view angle fixed // allow functions to be used in other code like world.qc and teamplay.qc void timeout_handler_think(entity this); diff --git a/qcsrc/server/command/vote.qc b/qcsrc/server/command/vote.qc index b360f34d3f..10d1d38223 100644 --- a/qcsrc/server/command/vote.qc +++ b/qcsrc/server/command/vote.qc @@ -406,7 +406,7 @@ void reset_map(bool dorespawn, bool is_fake_round_start) { // PlayerScore_Clear(it); CS(it).killcount = 0; - // stop the player from moving so that he stands still once he gets respawned + // stop the player from moving so that they stand still once they get respawned it.velocity = '0 0 0'; it.avelocity = '0 0 0'; CS(it).movement = '0 0 0'; diff --git a/qcsrc/server/damage.qc b/qcsrc/server/damage.qc index 296a7b107d..f94f25fe6b 100644 --- a/qcsrc/server/damage.qc +++ b/qcsrc/server/damage.qc @@ -608,7 +608,7 @@ void Damage(entity targ, entity inflictor, entity attacker, float damage, int de // These are ALWAYS lethal // No damage modification here - // Instead, prepare the victim for his death... + // Instead, prepare the victim for their death... if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id) { SetResourceExplicit(targ, RES_ARMOR, 0); diff --git a/qcsrc/server/ipban.qc b/qcsrc/server/ipban.qc index b9ad08873e..a949da10b3 100644 --- a/qcsrc/server/ipban.qc +++ b/qcsrc/server/ipban.qc @@ -551,7 +551,7 @@ float Ban_Insert(string ip, float bantime, string reason, float dosync) } } } - // if we replace someone, will we be banned longer than him (so long-term + // if we replace someone, will we be banned longer than them (so long-term // bans never get overridden by short-term bans) if(i < ban_count) if(ban_expire[i] > time + bantime) diff --git a/qcsrc/server/mutators/events.qh b/qcsrc/server/mutators/events.qh index e7f9f897b0..ce9f958266 100644 --- a/qcsrc/server/mutators/events.qh +++ b/qcsrc/server/mutators/events.qh @@ -40,7 +40,7 @@ MUTATOR_HOOKABLE(AutoJoinOnConnection, EV_AutoJoinOnConnection); /**/ MUTATOR_HOOKABLE(ForbidRandomStartWeapons, EV_ForbidRandomStartWeapons); -/** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */ +/** called when a player spawns as player, after shared setup, before their weapon is chosen (so items may be changed in here) */ #define EV_PlayerSpawn(i, o) \ /** player spawning */ i(entity, MUTATOR_ARGV_0_entity) \ /** spot that was used, or NULL */ i(entity, MUTATOR_ARGV_1_entity) \ @@ -74,7 +74,7 @@ MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear); /**/ MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect); -/** called when a player dies to e.g. remove stuff he was carrying. */ +/** called when a player dies to e.g. remove stuff they were carrying. */ #define EV_PlayerDies(i, o) \ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ @@ -112,7 +112,7 @@ MUTATOR_HOOKABLE(ClientObituary, EV_ClientObituary); /**/ MUTATOR_HOOKABLE(FragCenterMessage, EV_FragCenterMessage); -/** called when a player dies to e.g. remove stuff he was carrying */ +/** called when a player dies to e.g. remove stuff they were carrying */ #define EV_PlayHitsound(i, o) \ /** victim */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ @@ -423,7 +423,7 @@ MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_MonsterCheckBossFlag); /**/ MUTATOR_HOOKABLE(AllowMobSpawning, EV_AllowMobSpawning); -/** called when a player gets damaged to e.g. remove stuff he was carrying. */ +/** called when a player gets damaged to e.g. remove stuff they were carrying. */ #define EV_PlayerDamage_SplitHealthArmor(i, o) \ /** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \ /** attacker */ i(entity, MUTATOR_ARGV_1_entity) \ diff --git a/qcsrc/server/race.qc b/qcsrc/server/race.qc index 63e6efa8c6..f8af3fc5f7 100644 --- a/qcsrc/server/race.qc +++ b/qcsrc/server/race.qc @@ -110,7 +110,7 @@ void race_writeTime(string map, float t, string myuid) } if (prevpos) { - // player improved his existing record, only have to iterate on ranks between new and old recs + // player improved their existing record, only have to iterate on ranks between new and old recs for (i = prevpos; i > newpos; --i) { db_put(ServerProgsDB, strcat(map, record_type, "time", ftos(i)), ftos(race_readTime(map, i - 1))); @@ -1028,7 +1028,7 @@ vector trigger_race_checkpoint_spawn_evalfunc(entity this, entity player, entity if(pl > race_highest_place_spawn) pl = 0; if(pl == 0 && !player.race_started) - pl = race_highest_place_spawn; // use last place if he has not even touched finish yet + pl = race_highest_place_spawn; // use last place if they have not even touched finish yet if(spot.race_place != pl) return '-1 0 0'; } diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index c515d8fc9d..9a36035a74 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -37,7 +37,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vect // TODO for fireBullet, find how far the shot will penetrate and aim at that // for fireRailgunbullet, find the farthest target and aim at that // this will avoid issues when another player is passing in front of you when you shoot - // (currently such a shot will hit him but then miss the original target) + // (currently such a shot will hit them but then miss the original target) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; } else diff --git a/xonotic-server.cfg b/xonotic-server.cfg index cf7544a081..406999d732 100644 --- a/xonotic-server.cfg +++ b/xonotic-server.cfg @@ -27,7 +27,7 @@ alias sv_hook_readyrestart set teamplay_lockonrestart 0 "lock teams once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)" set g_maxplayers 0 "maximum number of players allowed to play at the same time, 0 means unlimited, -1 uses the map setting or unlimited if not set (rounded to multiple of team number)" -set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectators\" command, this setting defines the number of seconds a observer/spectator has time to join the game before he gets kicked" +set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectators\" command, this setting defines the number of seconds a observer/spectator has time to join the game before they get kicked" // tournament mod set g_warmup 0 "split the game into a warmup- and match-stage, -1 means stay in warmup until enough (set by map, lower bound of 2 or 2 per team) players join, then g_warmup_limit and readiness apply" @@ -375,7 +375,7 @@ set g_chat_flood_burst_team 2 "team chat: allow bursts of so many chat lines" set g_chat_flood_spl_tell 1 "private chat: seconds between lines to not count as flooding" set g_chat_flood_lmax_tell 2 "private chat: maximum number of lines per chat message at once" set g_chat_flood_burst_tell 2 "private chat: allow bursts of so many chat lines" -set g_chat_flood_notify_flooder 1 "when 0, the flooder still can see his own message" +set g_chat_flood_notify_flooder 1 "when 0, the flooder still can see their own message" set g_chat_teamcolors 0 "colorize nicknames in team color for chat" set g_chat_tellprivacy 1 "when disabled, tell messages are also sent to the server console log... otherwise they're kept private between players." set g_nick_flood_timeout 120 "time after which nick flood protection resets (set to 0 to disable nick flood checking)" -- 2.39.2