[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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