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-rw-r--r--engines/mads/action.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/mads/action.cpp b/engines/mads/action.cpp
index 5d63c3a268..f26a999ff7 100644
--- a/engines/mads/action.cpp
+++ b/engines/mads/action.cpp
@@ -87,9 +87,9 @@ void MADSAction::clear() {
_pickedWord = 0;
}
-void MADSAction::appendVocab(int vocabId, bool capitalise) {
+void MADSAction::appendVocab(int vocabId, bool capitalize) {
Common::String vocabStr = _vm->_game->_scene.getVocab(vocabId);
- if (capitalise)
+ if (capitalize)
vocabStr.setChar(toupper(vocabStr[0]), 0);
_statusText += vocabStr;
@@ -109,7 +109,6 @@ void MADSAction::startWalkingDirectly(int walkType) {
void MADSAction::set() {
Scene &scene = _vm->_game->_scene;
UserInterface &userInterface = scene._userInterface;
- bool flag = false;
_statusText = "";
_action._verbId = VERB_NONE;
@@ -128,6 +127,7 @@ void MADSAction::set() {
// Two 'look' actions in succession, so the action becomes 'Look around'
_statusText = kLookAroundStr;
} else {
+ bool flag = false;
if ((_commandSource == CAT_INV_VOCAB) && (_selectedRow >= 0)
&& (_verbType == VERB_THAT) && (_prepType == PREP_NONE)) {
// Use/to action
@@ -137,7 +137,7 @@ void MADSAction::set() {
_action._objectNameId = objEntry._descId;
_action._verbId = objEntry._vocabList[_selectedRow]._vocabId;
- // Set up the status text stirng
+ // Set up the status text string
_statusText = kUseStr;
appendVocab(_action._objectNameId);
_statusText += kToStr;