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authorWillem Jan Palenstijn2013-02-23 22:07:32 +0100
committerWillem Jan Palenstijn2013-02-23 22:07:32 +0100
commit2d1fd3b5549fc972b342f3292c77d562b401a91a (patch)
tree1edf36d311b672dace89e8199263b5b84a076eee /engines/drascula/animation.cpp
parent21ed47ce1366ee6b9b861391faeccc0eb2c5afb3 (diff)
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ALL: Fix typo (existant->existent)
Diffstat (limited to 'engines/drascula/animation.cpp')
-rw-r--r--engines/drascula/animation.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/drascula/animation.cpp b/engines/drascula/animation.cpp
index 7009752365..52cab6cd32 100644
--- a/engines/drascula/animation.cpp
+++ b/engines/drascula/animation.cpp
@@ -506,7 +506,7 @@ void DrasculaEngine::animation_2_1() {
trackProtagonist = 3;
// The room number was originally changed here to "no_bj.alg",
// which doesn't exist. In reality, this was just a hack to
- // set the room number to a non-existant one, so that BJ does
+ // set the room number to a non-existent one, so that BJ does
// not appear again when the room is refreshed after the
// animation where Count Drascula abducts her. We set the
// room number to -1 for the same purpose
@@ -1655,8 +1655,8 @@ void DrasculaEngine::animation_9_6() {
objExit = 108;
enterRoom(59);
// The room number was originally changed here to "nada.alg",
- // which is a non-existant file. In reality, this was just a
- // hack to set the room number to a non-existant one, so that
+ // which is a non-existent file. In reality, this was just a
+ // hack to set the room number to a non-existent one, so that
// room sprites do not appear again when the room is refreshed.
// We set the room number to -1 for the same purpose.
// Also check animation_2_1(), where the same hack was used