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-rw-r--r--engines/sci/graphics/animate.cpp2
1 files changed, 1 insertions, 1 deletions
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