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authorMatthew Hoops2011-05-25 10:31:37 -0400
committerMatthew Hoops2011-05-25 10:50:46 -0400
commiteea482fa4304cab0e23ca4abffdec3651e45f01d (patch)
treed055b816a6f2bd52ec9c4ee6ea2d49d743e95b63 /engines/sword2
parent1277975c6685d13a05a2e77dc5f5604f3a4620bf (diff)
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ALL: behaviour -> behavior
Diffstat (limited to 'engines/sword2')
-rw-r--r--engines/sword2/controls.cpp2
-rw-r--r--engines/sword2/interpreter.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/engines/sword2/controls.cpp b/engines/sword2/controls.cpp
index d37edf3082..6ce447a4cc 100644
--- a/engines/sword2/controls.cpp
+++ b/engines/sword2/controls.cpp
@@ -618,7 +618,7 @@ public:
// The sound mute switches have 0 as their "down" state and 1 as
// their "up" state, so this function is needed to get consistent
- // behaviour.
+ // behavior.
void reverseStates() {
_upState = 1;
diff --git a/engines/sword2/interpreter.cpp b/engines/sword2/interpreter.cpp
index 7f340df171..fbfb03cf61 100644
--- a/engines/sword2/interpreter.cpp
+++ b/engines/sword2/interpreter.cpp
@@ -374,7 +374,7 @@ int Logic::runScript2(byte *scriptData, byte *objectData, byte *offsetPtr) {
// sets variable 913 to 1 (probably to stop him from
// turning around every now and then). The script may
// then go on to set the variable to different values
- // to trigger various behaviours in him, but if you
+ // to trigger various behaviors in him, but if you
// have run out of these cases the script won't ever
// set it back to 0 again.
//