more spelling fixes

svn-id: r11176
This commit is contained in:
Jonathan Gray 2003-11-07 02:11:41 +00:00
parent 9a1cfe838f
commit 7c97e7c2b9
7 changed files with 7 additions and 7 deletions

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@ -243,7 +243,7 @@ int Actor::remapDirection(int dir, bool is_walking) {
flipX = (walkdata.deltaXFactor > 0); flipX = (walkdata.deltaXFactor > 0);
flipY = (walkdata.deltaYFactor > 0); flipY = (walkdata.deltaYFactor > 0);
// FIXME - this special cases for the class might be necesary // FIXME - this special cases for the class might be necessary
// for other games besides Loom! // for other games besides Loom!
// Check for X-Flip // Check for X-Flip

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@ -368,7 +368,7 @@ Box *ScummEngine::getBoxBaseAddr(int box) {
// this also seems to be incorrect for atari st demo of zak // this also seems to be incorrect for atari st demo of zak
// and assumingly other v2 games // and assumingly other v2 games
// The same happens in Indy3EGA (see bug #770351) // The same happens in Indy3EGA (see bug #770351)
// Also happend in ZakEGA (see bug #771803). // Also happened in ZakEGA (see bug #771803).
// //
// This *might* mean that we have a bug in our box implementation // This *might* mean that we have a bug in our box implementation
// OTOH, the original engine, unlike ScummVM, performed no bound // OTOH, the original engine, unlike ScummVM, performed no bound

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@ -598,7 +598,7 @@ void LoadedCostume::loadCostume(int id) {
// In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte. // In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte.
// Don't forget, these games were designed around a fixed 16 color HW palette :-) // Don't forget, these games were designed around a fixed 16 color HW palette :-)
// In addition, all offsets are shifted by 2; we accomodate that via a seperate // In addition, all offsets are shifted by 2; we accomodate that via a separate
// _baseptr value (instead of adding tons of if's throughout the code). // _baseptr value (instead of adding tons of if's throughout the code).
if (_vm->_features & GF_OLD_BUNDLE) { if (_vm->_features & GF_OLD_BUNDLE) {
_numColors = (_format == 0x57) ? 0 : 1; _numColors = (_format == 0x57) ? 0 : 1;

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@ -350,7 +350,7 @@ void ScummEngine::updateDirtyRect(int virt, int left, int right, int top, int bo
setGfxUsageBit(lp, dirtybit); setGfxUsageBit(lp, dirtybit);
} }
// The following code used to be in the seperate method setVirtscreenDirty // The following code used to be in the separate method setVirtscreenDirty
lp = left >> 3; lp = left >> 3;
rp = right >> 3; rp = right >> 3;

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@ -802,7 +802,7 @@ int ScummEngine::readSoundResource(int type, int idx) {
return 1; return 1;
} else if (basetag == MKID('FMUS')) { } else if (basetag == MKID('FMUS')) {
// Used in 3DO version of puttputt joins the parade and probably others // Used in 3DO version of puttputt joins the parade and probably others
// Specifies a seperate file to be used for music from what I gather. // Specifies a separate file to be used for music from what I gather.
int tmpsize; int tmpsize;
int i = 0; int i = 0;
File dmuFile; File dmuFile;

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@ -2111,7 +2111,7 @@ void ScummEngine_v5::o5_setObjectName() {
// //
// So for now, I duplicate some code from findResourceData / findResource // So for now, I duplicate some code from findResourceData / findResource
// here. However, a much nicer solution might be (with stress on "might") // here. However, a much nicer solution might be (with stress on "might")
// to use the same technique as in V6 games: that is, use a seperate // to use the same technique as in V6 games: that is, use a separate
// resource for changed names. That would be the cleanest solution, but // resource for changed names. That would be the cleanest solution, but
// might proof to be infeasible, as it might lead to unforseen regressions. // might proof to be infeasible, as it might lead to unforseen regressions.

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@ -1354,7 +1354,7 @@ load_game:
if (!success) { if (!success) {
displayError(false, errMsg, filename); displayError(false, errMsg, filename);
} else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveLoadCompatible) { } else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveLoadCompatible) {
// Display "Save succesful" message, except for auto saves // Display "Save successful" message, except for auto saves
#ifdef __PALM_OS__ #ifdef __PALM_OS__
char buf[256]; // 1024 is too big overflow the stack char buf[256]; // 1024 is too big overflow the stack
#else #else