diff options
-rw-r--r-- | scumm/actor.cpp | 2 | ||||
-rw-r--r-- | scumm/boxes.cpp | 2 | ||||
-rw-r--r-- | scumm/costume.cpp | 2 | ||||
-rw-r--r-- | scumm/gfx.cpp | 2 | ||||
-rw-r--r-- | scumm/resource.cpp | 2 | ||||
-rw-r--r-- | scumm/script_v5.cpp | 2 | ||||
-rw-r--r-- | scumm/scummvm.cpp | 2 |
7 files changed, 7 insertions, 7 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index 0c330a19ed..c0186a055d 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -243,7 +243,7 @@ int Actor::remapDirection(int dir, bool is_walking) { flipX = (walkdata.deltaXFactor > 0); flipY = (walkdata.deltaYFactor > 0); - // FIXME - this special cases for the class might be necesary + // FIXME - this special cases for the class might be necessary // for other games besides Loom! // Check for X-Flip diff --git a/scumm/boxes.cpp b/scumm/boxes.cpp index 1fdf8128ac..ad65c63cde 100644 --- a/scumm/boxes.cpp +++ b/scumm/boxes.cpp @@ -368,7 +368,7 @@ Box *ScummEngine::getBoxBaseAddr(int box) { // this also seems to be incorrect for atari st demo of zak // and assumingly other v2 games // The same happens in Indy3EGA (see bug #770351) - // Also happend in ZakEGA (see bug #771803). + // Also happened in ZakEGA (see bug #771803). // // This *might* mean that we have a bug in our box implementation // OTOH, the original engine, unlike ScummVM, performed no bound diff --git a/scumm/costume.cpp b/scumm/costume.cpp index 3f6f718656..98049255d5 100644 --- a/scumm/costume.cpp +++ b/scumm/costume.cpp @@ -598,7 +598,7 @@ void LoadedCostume::loadCostume(int id) { // In GF_OLD_BUNDLE games, there is no actual palette, just a single color byte. // Don't forget, these games were designed around a fixed 16 color HW palette :-) - // In addition, all offsets are shifted by 2; we accomodate that via a seperate + // In addition, all offsets are shifted by 2; we accomodate that via a separate // _baseptr value (instead of adding tons of if's throughout the code). if (_vm->_features & GF_OLD_BUNDLE) { _numColors = (_format == 0x57) ? 0 : 1; diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp index 00e2074d79..6a03e4cfb7 100644 --- a/scumm/gfx.cpp +++ b/scumm/gfx.cpp @@ -350,7 +350,7 @@ void ScummEngine::updateDirtyRect(int virt, int left, int right, int top, int bo setGfxUsageBit(lp, dirtybit); } - // The following code used to be in the seperate method setVirtscreenDirty + // The following code used to be in the separate method setVirtscreenDirty lp = left >> 3; rp = right >> 3; diff --git a/scumm/resource.cpp b/scumm/resource.cpp index f2ea764c76..b8038d0706 100644 --- a/scumm/resource.cpp +++ b/scumm/resource.cpp @@ -802,7 +802,7 @@ int ScummEngine::readSoundResource(int type, int idx) { return 1; } else if (basetag == MKID('FMUS')) { // Used in 3DO version of puttputt joins the parade and probably others - // Specifies a seperate file to be used for music from what I gather. + // Specifies a separate file to be used for music from what I gather. int tmpsize; int i = 0; File dmuFile; diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp index c0eaade94e..f3e51ba8f8 100644 --- a/scumm/script_v5.cpp +++ b/scumm/script_v5.cpp @@ -2111,7 +2111,7 @@ void ScummEngine_v5::o5_setObjectName() { // // So for now, I duplicate some code from findResourceData / findResource // here. However, a much nicer solution might be (with stress on "might") - // to use the same technique as in V6 games: that is, use a seperate + // to use the same technique as in V6 games: that is, use a separate // resource for changed names. That would be the cleanest solution, but // might proof to be infeasible, as it might lead to unforseen regressions. diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp index f26c0b8d4f..6c6ba53686 100644 --- a/scumm/scummvm.cpp +++ b/scumm/scummvm.cpp @@ -1354,7 +1354,7 @@ load_game: if (!success) { displayError(false, errMsg, filename); } else if (_saveLoadFlag == 1 && _saveLoadSlot != 0 && !_saveLoadCompatible) { - // Display "Save succesful" message, except for auto saves + // Display "Save successful" message, except for auto saves #ifdef __PALM_OS__ char buf[256]; // 1024 is too big overflow the stack #else |