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authorMatthew Hoops2011-12-20 18:26:25 -0500
committerMatthew Hoops2011-12-20 18:26:25 -0500
commita600dcb56a9633ebfae0d726480352b6f2e9b3ba (patch)
treefe0707cb889f8f5f424bf97ba280d5aede49e73c /engines/pegasus/items/inventory.h
parent5fe762e7cdfd2ca72129abe2eac181ae5402aaff (diff)
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PEGASUS: Some space/misc cleanup
Diffstat (limited to 'engines/pegasus/items/inventory.h')
-rwxr-xr-xengines/pegasus/items/inventory.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/engines/pegasus/items/inventory.h b/engines/pegasus/items/inventory.h
index db872b1990..099ba52ba7 100755
--- a/engines/pegasus/items/inventory.h
+++ b/engines/pegasus/items/inventory.h
@@ -33,11 +33,11 @@ namespace Pegasus {
class Item;
-// Inventories have a "current item". This item is the default item the player can
-// use. In a text adventure system, the current item would be "it", as in
-// "Hit the troll with it," where "it" would refer to some weapon which is the current
-// item. In a graphic adventure, the current item would be the item the user selects
-// to use with the mouse or other pointing device.
+// Inventories have a "current item". This item is the default item the player can
+// use. In a text adventure system, the current item would be "it", as in
+// "Hit the troll with it," where "it" would refer to some weapon which is the current
+// item. In a graphic adventure, the current item would be the item the user selects
+// to use with the mouse or other pointing device.
class Inventory {
public: