more spelling fixes
svn-id: r11176
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9a1cfe838f
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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) {
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flipX = (walkdata.deltaXFactor > 0);
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flipY = (walkdata.deltaYFactor > 0);
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// FIXME - this special cases for the class might be necesary
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// FIXME - this special cases for the class might be necessary
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// for other games besides Loom!
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// Check for X-Flip
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@ -368,7 +368,7 @@ Box *ScummEngine::getBoxBaseAddr(int box) {
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// this also seems to be incorrect for atari st demo of zak
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// and assumingly other v2 games
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// The same happens in Indy3EGA (see bug #770351)
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// Also happend in ZakEGA (see bug #771803).
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// Also happened in ZakEGA (see bug #771803).
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//
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// This *might* mean that we have a bug in our box implementation
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// OTOH, the original engine, unlike ScummVM, performed no bound
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@ -598,7 +598,7 @@ void LoadedCostume::loadCostume(int id) {
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// In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte.
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// Don't forget, these games were designed around a fixed 16 color HW palette :-)
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// In addition, all offsets are shifted by 2; we accomodate that via a seperate
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// In addition, all offsets are shifted by 2; we accomodate that via a separate
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// _baseptr value (instead of adding tons of if's throughout the code).
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if (_vm->_features & GF_OLD_BUNDLE) {
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_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
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setGfxUsageBit(lp, dirtybit);
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}
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// The following code used to be in the seperate method setVirtscreenDirty
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// The following code used to be in the separate method setVirtscreenDirty
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lp = left >> 3;
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rp = right >> 3;
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@ -802,7 +802,7 @@ int ScummEngine::readSoundResource(int type, int idx) {
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return 1;
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} else if (basetag == MKID('FMUS')) {
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// Used in 3DO version of puttputt joins the parade and probably others
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// Specifies a seperate file to be used for music from what I gather.
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// Specifies a separate file to be used for music from what I gather.
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int tmpsize;
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int i = 0;
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File dmuFile;
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@ -2111,7 +2111,7 @@ void ScummEngine_v5::o5_setObjectName() {
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//
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// So for now, I duplicate some code from findResourceData / findResource
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// here. However, a much nicer solution might be (with stress on "might")
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// to use the same technique as in V6 games: that is, use a seperate
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// to use the same technique as in V6 games: that is, use a separate
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// resource for changed names. That would be the cleanest solution, but
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// might proof to be infeasible, as it might lead to unforseen regressions.
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@ -1354,7 +1354,7 @@ load_game:
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if (!success) {
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displayError(false, errMsg, filename);
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} else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveLoadCompatible) {
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// Display "Save succesful" message, except for auto saves
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// Display "Save successful" message, except for auto saves
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#ifdef __PALM_OS__
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char buf[256]; // 1024 is too big overflow the stack
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#else
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