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authorMatthew Hoops2011-05-25 10:31:37 -0400
committerMatthew Hoops2011-05-25 10:50:46 -0400
commiteea482fa4304cab0e23ca4abffdec3651e45f01d (patch)
treed055b816a6f2bd52ec9c4ee6ea2d49d743e95b63 /engines/sci
parent1277975c6685d13a05a2e77dc5f5604f3a4620bf (diff)
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ALL: behaviour -> behavior
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/engine/kfile.cpp2
-rw-r--r--engines/sci/engine/kscripts.cpp4
-rw-r--r--engines/sci/engine/seg_manager.cpp2
-rw-r--r--engines/sci/engine/selector.h2
-rw-r--r--engines/sci/graphics/animate.cpp2
-rw-r--r--engines/sci/graphics/cursor.cpp4
-rw-r--r--engines/sci/graphics/text16.cpp2
7 files changed, 9 insertions, 9 deletions
diff --git a/engines/sci/engine/kfile.cpp b/engines/sci/engine/kfile.cpp
index 39e15aa84e..ee88d8af15 100644
--- a/engines/sci/engine/kfile.cpp
+++ b/engines/sci/engine/kfile.cpp
@@ -463,7 +463,7 @@ static int findSavegame(Common::Array<SavegameDesc> &saves, int16 savegameId) {
// The scripts get IDs ranging from 100->199, because the scripts require us to assign unique ids THAT EVEN STAY BETWEEN
// SAVES and the scripts also use "saves-count + 1" to create a new savedgame slot.
// SCI1.1 actually recycles ids, in that case we will currently get "0".
-// This behaviour is required especially for LSL6. In this game, it's possible to quick save. The scripts will use
+// This behavior is required especially for LSL6. In this game, it's possible to quick save. The scripts will use
// the last-used id for that feature. If we don't assign sticky ids, the feature will overwrite different saves all the
// time. And sadly we can't just use the actual filename ids directly, because of the creation method for new slots.
diff --git a/engines/sci/engine/kscripts.cpp b/engines/sci/engine/kscripts.cpp
index b48de1c7ea..d83254b2c4 100644
--- a/engines/sci/engine/kscripts.cpp
+++ b/engines/sci/engine/kscripts.cpp
@@ -46,7 +46,7 @@ reg_t kLoad(EngineState *s, int argc, reg_t *argv) {
}
// Unloads an arbitrary resource of type 'restype' with resource numbber 'resnr'
-// behaviour of this call didn't change between sci0->sci1.1 parameter wise, which means getting called with
+// behavior of this call didn't change between sci0->sci1.1 parameter wise, which means getting called with
// 1 or 3+ parameters is not right according to sierra sci
reg_t kUnLoad(EngineState *s, int argc, reg_t *argv) {
if (argc >= 2) {
@@ -192,7 +192,7 @@ reg_t kDisposeClone(EngineState *s, int argc, reg_t *argv) {
}
// SCI uses this technique to find out, if it's a clone and if it's supposed to get freed
- // At least kq4early relies on this behaviour. The scripts clone "Sound", then set bit 1 manually
+ // At least kq4early relies on this behavior. The scripts clone "Sound", then set bit 1 manually
// and call kDisposeClone later. In that case we may not free it, otherwise we will run into issues
// later, because kIsObject would then return false and Sound object wouldn't get checked.
uint16 infoSelector = object->getInfoSelector().offset;
diff --git a/engines/sci/engine/seg_manager.cpp b/engines/sci/engine/seg_manager.cpp
index b28e8cd450..3692bb2d55 100644
--- a/engines/sci/engine/seg_manager.cpp
+++ b/engines/sci/engine/seg_manager.cpp
@@ -1020,7 +1020,7 @@ void SegManager::uninstantiateScript(int script_nr) {
if (!scr || scr->isMarkedAsDeleted()) { // Is it already unloaded?
//warning("unloading script 0x%x requested although not loaded", script_nr);
- // This is perfectly valid SCI behaviour
+ // This is perfectly valid SCI behavior
return;
}
diff --git a/engines/sci/engine/selector.h b/engines/sci/engine/selector.h
index dae1ea9266..f13c13e00c 100644
--- a/engines/sci/engine/selector.h
+++ b/engines/sci/engine/selector.h
@@ -44,7 +44,7 @@ struct SelectorCache {
Selector underBits; ///< Used by the graphics subroutines to store backupped BG pic data
Selector nsTop, nsLeft, nsBottom, nsRight; ///< View boundaries ('now seen')
Selector lsTop, lsLeft, lsBottom, lsRight; ///< Used by Animate() subfunctions and scroll list controls
- Selector signal; ///< Used by Animate() to control a view's behaviour
+ Selector signal; ///< Used by Animate() to control a view's behavior
Selector illegalBits; ///< Used by CanBeHere
Selector brTop, brLeft, brBottom, brRight; ///< Bounding Rectangle
// name, key, time
diff --git a/engines/sci/graphics/animate.cpp b/engines/sci/graphics/animate.cpp
index f72f9a78cc..c36ecd112a 100644
--- a/engines/sci/graphics/animate.cpp
+++ b/engines/sci/graphics/animate.cpp
@@ -230,7 +230,7 @@ void GfxAnimate::adjustInvalidCels(GfxView *view, AnimateList::iterator it) {
// this seems to be completely crazy code
// sierra sci checked signed int16 to be above or equal the counts and reseted to 0 in those cases
// later during view processing those are compared unsigned again and then set to maximum count - 1
- // Games rely on this behaviour. For example laura bow 1 has a knight standing around in room 37
+ // Games rely on this behavior. For example laura bow 1 has a knight standing around in room 37
// which has cel set to 3. This cel does not exist and the actual knight is 0
// In kq5 on the other hand during the intro, when the trunk is opened, cel is set to some real
// high number, which is negative when considered signed. This actually requires to get fixed to
diff --git a/engines/sci/graphics/cursor.cpp b/engines/sci/graphics/cursor.cpp
index 6ad2cb3cb3..ec49a38814 100644
--- a/engines/sci/graphics/cursor.cpp
+++ b/engines/sci/graphics/cursor.cpp
@@ -252,10 +252,10 @@ void GfxCursor::setPosition(Common::Point pos) {
// Some games display a new menu, set mouse position somewhere within and
// expect it to be in there. This is fine for a real mouse, but on wii using
// wii-mote or touch interfaces this won't work. In fact on those platforms
- // the menus will close immediately because of that behaviour.
+ // the menus will close immediately because of that behavior.
// We identify those cases and set a reaction-rect. If the mouse it outside
// of that rect, we won't report the position back to the scripts.
- // As soon as the mouse was inside once, we will revert to normal behaviour
+ // As soon as the mouse was inside once, we will revert to normal behavior
// Currently this code is enabled for all platforms, especially because we can't
// differentiate between e.g. Windows used via mouse and Windows used via touchscreen
// The workaround won't hurt real-mouse platforms
diff --git a/engines/sci/graphics/text16.cpp b/engines/sci/graphics/text16.cpp
index 459be7fcf7..c2f71a0e54 100644
--- a/engines/sci/graphics/text16.cpp
+++ b/engines/sci/graphics/text16.cpp
@@ -466,7 +466,7 @@ void GfxText16::Box(const char *text, bool show, const Common::Rect &rect, TextA
if (doubleByteMode) {
// Kanji is written by pc98 rom to screen directly. Because of
- // GetLongest() behaviour (not cutting off the last char, that causes a
+ // GetLongest() behavior (not cutting off the last char, that causes a
// new line), results in the script thinking that the text would need
// less space. The coordinate adjustment in fontsjis.cpp handles the
// incorrect centering because of that and this code actually shows all