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authorMatthew Hoops2011-05-25 10:31:37 -0400
committerMatthew Hoops2011-05-25 10:50:46 -0400
commiteea482fa4304cab0e23ca4abffdec3651e45f01d (patch)
treed055b816a6f2bd52ec9c4ee6ea2d49d743e95b63 /engines/agi
parent1277975c6685d13a05a2e77dc5f5604f3a4620bf (diff)
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ALL: behaviour -> behavior
Diffstat (limited to 'engines/agi')
-rw-r--r--engines/agi/checks.cpp2
-rw-r--r--engines/agi/graphics.cpp2
-rw-r--r--engines/agi/op_cmd.cpp2
-rw-r--r--engines/agi/op_test.cpp4
4 files changed, 5 insertions, 5 deletions
diff --git a/engines/agi/checks.cpp b/engines/agi/checks.cpp
index 8d03ae67b9..20276657ff 100644
--- a/engines/agi/checks.cpp
+++ b/engines/agi/checks.cpp
@@ -265,7 +265,7 @@ void AgiEngine::updatePosition() {
* This function adjusts the position of a sprite moving it until
* certain criteria is matched. According to priority and control line
* data, a sprite may not always appear at the location we specified.
- * This behaviour is also known as the "Budin-Sonneveld effect".
+ * This behavior is also known as the "Budin-Sonneveld effect".
*
* @param n view table entry number
*/
diff --git a/engines/agi/graphics.cpp b/engines/agi/graphics.cpp
index 5ceccd9e27..eb162e4ab0 100644
--- a/engines/agi/graphics.cpp
+++ b/engines/agi/graphics.cpp
@@ -841,7 +841,7 @@ void GfxMgr::setAGIPal(int p0) {
// Use only the lowest 6 bits of each color component (Red, Green and Blue)
// because VGA used only 6 bits per color component (i.e. VGA had 18-bit colors).
- // This should now be identical to the original AGIPAL-hack's behaviour.
+ // This should now be identical to the original AGIPAL-hack's behavior.
bool validVgaPalette = true;
for (int i = 0; i < 16 * 3; i++) {
if (_agipalPalette[i] >= (1 << 6)) {
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index fb4c079a4a..bde62fe2d9 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -672,7 +672,7 @@ void AgiEngine::cmd_adj_ego_move_to_x_y(uint8 *p) {
// Turn off ego's current movement caused with the mouse if
// adj.ego.move.to.x.y is called with other arguments than previously.
- // Fixes weird looping behaviour when walking to a ladder in the mines
+ // Fixes weird looping behavior when walking to a ladder in the mines
// (Rooms 147-162) in Gold Rush using the mouse. Sometimes the ego didn't
// stop when walking to a ladder using the mouse but kept moving on the
// ladder in a horizontally looping manner i.e. from right to left, from
diff --git a/engines/agi/op_test.cpp b/engines/agi/op_test.cpp
index 13b2d25023..0660a614b6 100644
--- a/engines/agi/op_test.cpp
+++ b/engines/agi/op_test.cpp
@@ -167,7 +167,7 @@ uint8 AgiEngine::testSaid(uint8 nwords, uint8 *cc) {
// user typed should be correct, but it looks like code 9999 means that
// if the string is empty at this point, the entry is also correct...
//
- // With the removal of this code, the behaviour of the scene was
+ // With the removal of this code, the behavior of the scene was
// corrected
for (c = 0; nwords && n; c++, nwords--, n--) {
@@ -316,7 +316,7 @@ int AgiEngine::testIfCode(int lognum) {
case 0x13: // Unknown test command 19
// My current theory is that this command checks whether the ego is currently moving
// and that that movement has been caused using the mouse and not using the keyboard.
- // I base this theory on the game's behaviour on an Amiga emulator, not on disassembly.
+ // I base this theory on the game's behavior on an Amiga emulator, not on disassembly.
// This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09
// (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature).
// TODO: Check this command's implementation using disassembly just to be sure.