[Scummvm-git-logs] scummvm master -> 6d9cb0cf6a58e63c73192827f1d440dd5e859c7e

antoniou79 a.antoniou79 at gmail.com
Wed Jan 27 12:58:47 UTC 2021


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
6d9cb0cf6a BLADERUNNER: Minor comment fixes


Commit: 6d9cb0cf6a58e63c73192827f1d440dd5e859c7e
    https://github.com/scummvm/scummvm/commit/6d9cb0cf6a58e63c73192827f1d440dd5e859c7e
Author: antoniou79 (a.antoniou79 at gmail.com)
Date: 2021-01-27T14:58:34+02:00

Commit Message:
BLADERUNNER: Minor comment fixes

Changed paths:
    engines/bladerunner/script/ai/dektora.cpp
    engines/bladerunner/script/scene/kp07.cpp
    engines/bladerunner/script/scene/ma04.cpp
    engines/bladerunner/script/scene/ma06.cpp


diff --git a/engines/bladerunner/script/ai/dektora.cpp b/engines/bladerunner/script/ai/dektora.cpp
index 74e4138f68..a6bbac1471 100644
--- a/engines/bladerunner/script/ai/dektora.cpp
+++ b/engines/bladerunner/script/ai/dektora.cpp
@@ -278,7 +278,7 @@ bool AIScriptDektora::ShotAtAndHit() {
 		Actor_Set_Health(kActorDektora, 100, 100);
 		if (_vm->_cutContent) {
 		// add hit sounds with small probability
-		switch (Random_Query(1, 10)) {
+			switch (Random_Query(1, 10)) {
 			case 1:
 				Sound_Play_Speech_Line(kActorDektora, 9000, 65, 0, 99);
 				break;
@@ -1444,7 +1444,7 @@ bool AIScriptDektora::ChangeAnimationMode(int mode) {
 
 	case kAnimationModeDie:
 		if (_vm->_cutContent && Global_Variable_Query(kVariableChapter) == 5) {
-			// only play the rattle sound in the Act 5 death (moon bud), but not in chapter 3 death
+			// only play the rattle sound in the Act 5 death (moon bus), but not in chapter 3 death
 			// The rattle also plays in ShotAtAndHit() in Act 3 (if Dektora is shot at the back in NR11,
 			// and she is Human) but that case is currently never triggered.
 			Sound_Play_Speech_Line(kActorDektora, 9020, 60, 0, 99); // add Dektora's death rattle here
diff --git a/engines/bladerunner/script/scene/kp07.cpp b/engines/bladerunner/script/scene/kp07.cpp
index 93f58a94b7..30df872ea1 100644
--- a/engines/bladerunner/script/scene/kp07.cpp
+++ b/engines/bladerunner/script/scene/kp07.cpp
@@ -38,7 +38,7 @@ void SceneScriptKP07::InitializeScene() {
 #if BLADERUNNER_ORIGINAL_BUGS
 #else
 			if (Game_Flag_Query(kFlagNR11DektoraBurning)) {
-				Game_Flag_Reset(kFlagNR11DektoraBurning); // resolves a bug of an original game, where Dektora would default to burning state
+				Game_Flag_Reset(kFlagNR11DektoraBurning); // resolves a bug of the original game, where Dektora would default to burning state
 				Actor_Change_Animation_Mode(kActorDektora, kAnimationModeTalk); // dummy animation change to ensure that the next will trigger the mode change case
 				Actor_Change_Animation_Mode(kActorDektora, kAnimationModeIdle);
 			}
diff --git a/engines/bladerunner/script/scene/ma04.cpp b/engines/bladerunner/script/scene/ma04.cpp
index c8f4b04c35..f989327e9d 100644
--- a/engines/bladerunner/script/scene/ma04.cpp
+++ b/engines/bladerunner/script/scene/ma04.cpp
@@ -609,7 +609,7 @@ void SceneScriptMA04::sleep() {
 				}
 			}
 #else // ensure valid kFlagZubenBountyPaid flag state
-			// NOTE If not for the "Report Im" to Guzza, it would be simpler to have McCoy get the money as soon as he retires Zuben
+			// NOTE If not for the "Report In" to Guzza, it would be simpler to have McCoy get the money as soon as he retires Zuben
 			//		so that would be in a single place in the code
 			if (!Game_Flag_Query(kFlagZubenBountyPaid) && Game_Flag_Query(kFlagZubenRetired)) { // get retirement money at end of day 1 only if Zuben was retired.
 				if (Query_Difficulty_Level() != kGameDifficultyEasy) {
diff --git a/engines/bladerunner/script/scene/ma06.cpp b/engines/bladerunner/script/scene/ma06.cpp
index ef664b957a..3760df59e2 100644
--- a/engines/bladerunner/script/scene/ma06.cpp
+++ b/engines/bladerunner/script/scene/ma06.cpp
@@ -262,7 +262,7 @@ void SceneScriptMA06::activateElevator() {
 #if BLADERUNNER_ORIGINAL_BUGS
 #else
 		// Fix for a crash/ freeze bug;
-		//  To reproduce original issue: in Act 4, visit Rajiff, then exit to ground floor. Re-enter elevator and press Alt+F4
+		//  To reproduce original issue: in Act 4, visit Rajif, then exit to ground floor. Re-enter elevator and press Alt+F4
 		if (floorLevel < 0) {
 			break;
 		}




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