diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/agi/checks.cpp | 2 | ||||
-rw-r--r-- | engines/agi/graphics.cpp | 2 | ||||
-rw-r--r-- | engines/agi/op_cmd.cpp | 2 | ||||
-rw-r--r-- | engines/agi/op_test.cpp | 4 | ||||
-rw-r--r-- | engines/agos/midi.cpp | 2 | ||||
-rw-r--r-- | engines/cruise/mainDraw.cpp | 2 | ||||
-rw-r--r-- | engines/gob/save/saveconverter.cpp | 2 | ||||
-rw-r--r-- | engines/lure/debugger.cpp | 2 | ||||
-rw-r--r-- | engines/mohawk/cstime_ui.cpp | 4 | ||||
-rw-r--r-- | engines/sci/engine/kfile.cpp | 2 | ||||
-rw-r--r-- | engines/sci/engine/kscripts.cpp | 4 | ||||
-rw-r--r-- | engines/sci/engine/seg_manager.cpp | 2 | ||||
-rw-r--r-- | engines/sci/engine/selector.h | 2 | ||||
-rw-r--r-- | engines/sci/graphics/animate.cpp | 2 | ||||
-rw-r--r-- | engines/sci/graphics/cursor.cpp | 4 | ||||
-rw-r--r-- | engines/sci/graphics/text16.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/actor.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/help.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/input.cpp | 4 | ||||
-rw-r--r-- | engines/scumm/object.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/script_v5.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/scumm.h | 4 | ||||
-rw-r--r-- | engines/sword2/controls.cpp | 2 | ||||
-rw-r--r-- | engines/sword2/interpreter.cpp | 2 | ||||
-rw-r--r-- | engines/sword25/util/lua/luaconf.h | 2 |
25 files changed, 31 insertions, 31 deletions
diff --git a/engines/agi/checks.cpp b/engines/agi/checks.cpp index 8d03ae67b9..20276657ff 100644 --- a/engines/agi/checks.cpp +++ b/engines/agi/checks.cpp @@ -265,7 +265,7 @@ void AgiEngine::updatePosition() { * This function adjusts the position of a sprite moving it until * certain criteria is matched. According to priority and control line * data, a sprite may not always appear at the location we specified. - * This behaviour is also known as the "Budin-Sonneveld effect". + * This behavior is also known as the "Budin-Sonneveld effect". * * @param n view table entry number */ diff --git a/engines/agi/graphics.cpp b/engines/agi/graphics.cpp index 5ceccd9e27..eb162e4ab0 100644 --- a/engines/agi/graphics.cpp +++ b/engines/agi/graphics.cpp @@ -841,7 +841,7 @@ void GfxMgr::setAGIPal(int p0) { // Use only the lowest 6 bits of each color component (Red, Green and Blue) // because VGA used only 6 bits per color component (i.e. VGA had 18-bit colors). - // This should now be identical to the original AGIPAL-hack's behaviour. + // This should now be identical to the original AGIPAL-hack's behavior. bool validVgaPalette = true; for (int i = 0; i < 16 * 3; i++) { if (_agipalPalette[i] >= (1 << 6)) { diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp index fb4c079a4a..bde62fe2d9 100644 --- a/engines/agi/op_cmd.cpp +++ b/engines/agi/op_cmd.cpp @@ -672,7 +672,7 @@ void AgiEngine::cmd_adj_ego_move_to_x_y(uint8 *p) { // Turn off ego's current movement caused with the mouse if // adj.ego.move.to.x.y is called with other arguments than previously. - // Fixes weird looping behaviour when walking to a ladder in the mines + // Fixes weird looping behavior when walking to a ladder in the mines // (Rooms 147-162) in Gold Rush using the mouse. Sometimes the ego didn't // stop when walking to a ladder using the mouse but kept moving on the // ladder in a horizontally looping manner i.e. from right to left, from diff --git a/engines/agi/op_test.cpp b/engines/agi/op_test.cpp index 13b2d25023..0660a614b6 100644 --- a/engines/agi/op_test.cpp +++ b/engines/agi/op_test.cpp @@ -167,7 +167,7 @@ uint8 AgiEngine::testSaid(uint8 nwords, uint8 *cc) { // user typed should be correct, but it looks like code 9999 means that // if the string is empty at this point, the entry is also correct... // - // With the removal of this code, the behaviour of the scene was + // With the removal of this code, the behavior of the scene was // corrected for (c = 0; nwords && n; c++, nwords--, n--) { @@ -316,7 +316,7 @@ int AgiEngine::testIfCode(int lognum) { case 0x13: // Unknown test command 19 // My current theory is that this command checks whether the ego is currently moving // and that that movement has been caused using the mouse and not using the keyboard. - // I base this theory on the game's behaviour on an Amiga emulator, not on disassembly. + // I base this theory on the game's behavior on an Amiga emulator, not on disassembly. // This command is used at least in the Amiga version of Gold Rush! v2.05 1989-03-09 // (AGI 2.316) in logics 1, 3, 5, 6, 137 and 192 (Logic.192 revealed this command's nature). // TODO: Check this command's implementation using disassembly just to be sure. diff --git a/engines/agos/midi.cpp b/engines/agos/midi.cpp index 4459701d65..88f6dd80d1 100644 --- a/engines/agos/midi.cpp +++ b/engines/agos/midi.cpp @@ -150,7 +150,7 @@ void MidiPlayer::send(uint32 b) { // We have received a "Reset All Controllers" message // and passed it on to the MIDI driver. This may or may // not have affected the volume controller. To ensure - // consistent behaviour, explicitly set the volume to + // consistent behavior, explicitly set the volume to // what we think it should be. if (_current == &_sfx) diff --git a/engines/cruise/mainDraw.cpp b/engines/cruise/mainDraw.cpp index 336471b6ff..814d0aa9e9 100644 --- a/engines/cruise/mainDraw.cpp +++ b/engines/cruise/mainDraw.cpp @@ -211,7 +211,7 @@ int m_color; This "worked" on many platforms so far, but on OSX apparently the buffers don't occupy contiguous memory, and this causes severe corruption and subsequent crashes. Since I'm not really familiar with how the strange drawing code is supposed to work, - or whether this behaviour is intentional or not, the short-term fix is to allocate a big + or whether this behavior is intentional or not, the short-term fix is to allocate a big buffer and setup pointers within it. This fixes the crashes I'm seeing without causing any (visual) side-effects. If anyone wants to look, this is easily reproduced by starting the game and examining the rug. diff --git a/engines/gob/save/saveconverter.cpp b/engines/gob/save/saveconverter.cpp index f24cb60005..ec8bcbcfea 100644 --- a/engines/gob/save/saveconverter.cpp +++ b/engines/gob/save/saveconverter.cpp @@ -301,7 +301,7 @@ bool SaveConverter::createStream(SaveWriter &writer) { } /* Stream functions. If the new save data stream is available, redirect the stream - * operations to that stream. Normal stream error behaviour if not. */ + * operations to that stream. Normal stream error behavior if not. */ bool SaveConverter::err() const { if (!_data || !_stream) diff --git a/engines/lure/debugger.cpp b/engines/lure/debugger.cpp index 9d54bccb49..68410875f7 100644 --- a/engines/lure/debugger.cpp +++ b/engines/lure/debugger.cpp @@ -534,7 +534,7 @@ bool Debugger::cmd_showAnim(int argc, const char **argv) { } // Bottle object is used as a handy hotspot holder that doesn't have any - // tick proc behaviour that we need to worry about + // tick proc behavior that we need to worry about Hotspot *hotspot = res.activateHotspot(BOTTLE_HOTSPOT_ID); hotspot->setLayer(0xfe); hotspot->setSize(width, height); diff --git a/engines/mohawk/cstime_ui.cpp b/engines/mohawk/cstime_ui.cpp index ee08384590..de7d5bde80 100644 --- a/engines/mohawk/cstime_ui.cpp +++ b/engines/mohawk/cstime_ui.cpp @@ -643,7 +643,7 @@ void CSTimeInterface::startDragging(uint16 id) { _vm->getView()->dragFeature((NewFeature *)invObj->feature, _grabPoint, 4, dragFlags, NULL); if (_vm->getCase()->getId() == 1 && id == 2) { - // Hardcoded behaviour for the torch in the first case. + // Hardcoded behavior for the torch in the first case. if (_vm->getCase()->getCurrScene()->getId() == 4) { // This is the dark tomb. // FIXME: apply torch hack @@ -810,7 +810,7 @@ void CSTimeInterface::stopDragging() { } if (_vm->getCase()->getId() == 1 && _vm->getCase()->getCurrScene()->getId() == 4) { - // Hardcoded behaviour for torches in the dark tomb, in the first case. + // Hardcoded behavior for torches in the dark tomb, in the first case. if (_draggedItem == 1 && foundInvObjHotspot == 0xffff) { // Trying to drag an unlit torch around? _vm->addEvent(CSTimeEvent(kCSTimeEventCharStartFlapping, 0, 16352)); 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 diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp index 25a26f6cf2..e4057d1f13 100644 --- a/engines/scumm/actor.cpp +++ b/engines/scumm/actor.cpp @@ -2747,7 +2747,7 @@ void Actor::saveLoadWithSerializer(Serializer *ser) { if (ser->isLoading()) { // Not all actor data is saved; so when loading, we first reset - // the actor, to ensure completely reproducible behaviour (else, + // the actor, to ensure completely reproducible behavior (else, // some not saved value in the actor class can cause odd things) initActor(-1); } diff --git a/engines/scumm/help.cpp b/engines/scumm/help.cpp index 59bf79658e..ae7a1ad3bc 100644 --- a/engines/scumm/help.cpp +++ b/engines/scumm/help.cpp @@ -107,7 +107,7 @@ void ScummHelp::updateStrings(byte gameId, byte version, Common::Platform platfo ADD_TEXT(_("* Note that using ctrl-f and")); ADD_TEXT(_(" ctrl-g are not recommended")); ADD_TEXT(_(" since they may cause crashes")); - ADD_TEXT(_(" or incorrect game behaviour.")); + ADD_TEXT(_(" or incorrect game behavior.")); break; case 3: if (gameId == GID_LOOM) diff --git a/engines/scumm/input.cpp b/engines/scumm/input.cpp index 1a4ed91f1c..ff85bd0a61 100644 --- a/engines/scumm/input.cpp +++ b/engines/scumm/input.cpp @@ -303,14 +303,14 @@ void ScummEngine::processInput() { if ((_leftBtnPressed & msClicked) && (_rightBtnPressed & msClicked) && _game.version >= 4) { // Pressing both mouse buttons is treated as if you pressed // the cutscene exit key (ESC) in V4+ games. That mimicks - // the behaviour of the original engine where pressing both + // the behavior of the original engine where pressing both // mouse buttons also skips the current cutscene. _mouseAndKeyboardStat = 0; lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE); } else if ((_rightBtnPressed & msClicked) && (_game.version <= 3 && _game.id != GID_LOOM)) { // Pressing right mouse button is treated as if you pressed // the cutscene exit key (ESC) in V0-V3 games. That mimicks - // the behaviour of the original engine where pressing right + // the behavior of the original engine where pressing right // mouse button also skips the current cutscene. _mouseAndKeyboardStat = 0; lastKeyHit = Common::KeyState(Common::KEYCODE_ESCAPE); diff --git a/engines/scumm/object.cpp b/engines/scumm/object.cpp index fb99d6ce7d..ae4bbc45a6 100644 --- a/engines/scumm/object.cpp +++ b/engines/scumm/object.cpp @@ -101,7 +101,7 @@ void ScummEngine::setOwnerOf(int obj, int owner) { // In Sam & Max this is necessary, or you won't get your stuff back // from the Lost and Found tent after riding the Cone of Tragedy. But // it probably applies to all V6+ games. See bugs #493153 and #907113. - // FT disassembly is checked, behaviour is correct. [sev] + // FT disassembly is checked, behavior is correct. [sev] int arg = (_game.version >= 6) ? obj : 0; diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp index b8f3b4b3b3..2c8f65496f 100644 --- a/engines/scumm/script_v5.cpp +++ b/engines/scumm/script_v5.cpp @@ -2646,7 +2646,7 @@ void ScummEngine_v5::decodeParseString() { // In SCUMM V1-V3, there were no 'default' values for the text slot - // values. Hence to achieve correct behaviour, we have to keep the + // values. Hence to achieve correct behavior, we have to keep the // 'default' values in sync with the active values. // // Note: This is needed for Indy3 (Grail Diary). It's also needed diff --git a/engines/scumm/scumm.h b/engines/scumm/scumm.h index 60bcd97d7c..d1804d323e 100644 --- a/engines/scumm/scumm.h +++ b/engines/scumm/scumm.h @@ -44,7 +44,7 @@ #ifdef __DS__ /* This disables the dual layer mode which is used in FM-Towns versions - * of SCUMM games and which emulates the behaviour of the original code. + * of SCUMM games and which emulates the behavior of the original code. * The only purpose is code size reduction for certain backends. * SCUMM 3 (FM-Towns) games will run in normal (DOS VGA) mode, which should * work just fine in most situations. Some glitches might occur. SCUMM 5 games @@ -228,7 +228,7 @@ enum ScummGameId { GID_TENTACLE, GID_ZAK, - GID_HEGAME, // Generic name for all HE games with default behaviour + GID_HEGAME, // Generic name for all HE games with default behavior GID_PUTTDEMO, GID_FBEAR, GID_PUTTMOON, 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. // diff --git a/engines/sword25/util/lua/luaconf.h b/engines/sword25/util/lua/luaconf.h index 29411d5af1..16cd6ba27f 100644 --- a/engines/sword25/util/lua/luaconf.h +++ b/engines/sword25/util/lua/luaconf.h @@ -357,7 +357,7 @@ /* @@ LUA_COMPAT_LSTR controls compatibility with old long string nesting @* facility. -** CHANGE it to 2 if you want the old behaviour, or undefine it to turn +** CHANGE it to 2 if you want the old behavior, or undefine it to turn ** off the advisory error when nesting [[...]]. */ #define LUA_COMPAT_LSTR 1 |