Package: residualvm / 0.1.1+dfsg-3

spelling.patch Patch series | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
Last-Update: 2013-01-02
Author: Dmitry Smirnov <onlyjob@member.fsf.org>
Forwarded: https://github.com/residualvm/residualvm/pull/722
Description: spelling corrections

--- a/backends/audiocd/audiocd.h
+++ b/backends/audiocd/audiocd.h
@@ -109,9 +109,9 @@
 
 	/**
 	 * Initialize the specified CD drive for audio playback.
 	 * @param drive the drive id
-	 * @return true if the CD drive was inited succesfully
+	 * @return true if the CD drive was inited successfully
 	 */
 	virtual bool openCD(int drive) = 0;
 
 	/**
--- a/engines/grim/grim.cpp
+++ b/engines/grim/grim.cpp
@@ -744,45 +744,45 @@
 	delete _currSet;
 	_currSet = NULL;
 
 	Bitmap::getPool().restoreObjects(_savedState);
-	Debug::debug(Debug::Engine, "Bitmaps restored succesfully.");
+	Debug::debug(Debug::Engine, "Bitmaps restored successfully.");
 
 	Font::getPool().restoreObjects(_savedState);
-	Debug::debug(Debug::Engine, "Fonts restored succesfully.");
+	Debug::debug(Debug::Engine, "Fonts restored successfully.");
 
 	ObjectState::getPool().restoreObjects(_savedState);
-	Debug::debug(Debug::Engine, "ObjectStates restored succesfully.");
+	Debug::debug(Debug::Engine, "ObjectStates restored successfully.");
 
 	Set::getPool().restoreObjects(_savedState);
-	Debug::debug(Debug::Engine, "Sets restored succesfully.");
+	Debug::debug(Debug::Engine, "Sets restored successfully.");
 
 	TextObject::getPool().restoreObjects(_savedState);
-	Debug::debug(Debug::Engine, "TextObjects restored succesfully.");
+	Debug::debug(Debug::Engine, "TextObjects restored successfully.");
 
 	PrimitiveObject::getPool().restoreObjects(_savedState);
-	Debug::debug(Debug::Engine, "PrimitiveObjects restored succesfully.");
+	Debug::debug(Debug::Engine, "PrimitiveObjects restored successfully.");
 
 	Actor::getPool().restoreObjects(_savedState);
-	Debug::debug(Debug::Engine, "Actors restored succesfully.");
+	Debug::debug(Debug::Engine, "Actors restored successfully.");
 
 	restoreGRIM();
-	Debug::debug(Debug::Engine, "Engine restored succesfully.");
+	Debug::debug(Debug::Engine, "Engine restored successfully.");
 
 	g_driver->restoreState(_savedState);
-	Debug::debug(Debug::Engine, "Renderer restored succesfully.");
+	Debug::debug(Debug::Engine, "Renderer restored successfully.");
 
 	g_imuse->restoreState(_savedState);
-	Debug::debug(Debug::Engine, "iMuse restored succesfully.");
+	Debug::debug(Debug::Engine, "iMuse restored successfully.");
 
 	g_movie->restoreState(_savedState);
-	Debug::debug(Debug::Engine, "Movie restored succesfully.");
+	Debug::debug(Debug::Engine, "Movie restored successfully.");
 
 	_iris->restoreState(_savedState);
-	Debug::debug(Debug::Engine, "Iris restored succesfully.");
+	Debug::debug(Debug::Engine, "Iris restored successfully.");
 
 	lua_Restore(_savedState);
-	Debug::debug(Debug::Engine, "Lua restored succesfully.");
+	Debug::debug(Debug::Engine, "Lua restored successfully.");
 
 	delete _savedState;
 
 	//Re-read the values, since we may have been in some state that changed them when loading the savegame,
@@ -896,42 +896,42 @@
 
 	savegameCallback();
 
 	Bitmap::getPool().saveObjects(_savedState);
-	Debug::debug(Debug::Engine, "Bitmaps saved succesfully.");
+	Debug::debug(Debug::Engine, "Bitmaps saved successfully.");
 
 	Font::getPool().saveObjects(_savedState);
-	Debug::debug(Debug::Engine, "Fonts saved succesfully.");
+	Debug::debug(Debug::Engine, "Fonts saved successfully.");
 
 	ObjectState::getPool().saveObjects(_savedState);
-	Debug::debug(Debug::Engine, "ObjectStates saved succesfully.");
+	Debug::debug(Debug::Engine, "ObjectStates saved successfully.");
 
 	Set::getPool().saveObjects(_savedState);
-	Debug::debug(Debug::Engine, "Sets saved succesfully.");
+	Debug::debug(Debug::Engine, "Sets saved successfully.");
 
 	TextObject::getPool().saveObjects(_savedState);
-	Debug::debug(Debug::Engine, "TextObjects saved succesfully.");
+	Debug::debug(Debug::Engine, "TextObjects saved successfully.");
 
 	PrimitiveObject::getPool().saveObjects(_savedState);
-	Debug::debug(Debug::Engine, "PrimitiveObjects saved succesfully.");
+	Debug::debug(Debug::Engine, "PrimitiveObjects saved successfully.");
 
 	Actor::getPool().saveObjects(_savedState);
-	Debug::debug(Debug::Engine, "Actors saved succesfully.");
+	Debug::debug(Debug::Engine, "Actors saved successfully.");
 
 	saveGRIM();
-	Debug::debug(Debug::Engine, "Engine saved succesfully.");
+	Debug::debug(Debug::Engine, "Engine saved successfully.");
 
 	g_driver->saveState(_savedState);
-	Debug::debug(Debug::Engine, "Renderer saved succesfully.");
+	Debug::debug(Debug::Engine, "Renderer saved successfully.");
 
 	g_imuse->saveState(_savedState);
-	Debug::debug(Debug::Engine, "iMuse saved succesfully.");
+	Debug::debug(Debug::Engine, "iMuse saved successfully.");
 
 	g_movie->saveState(_savedState);
-	Debug::debug(Debug::Engine, "Movie saved succesfully.");
+	Debug::debug(Debug::Engine, "Movie saved successfully.");
 
 	_iris->saveState(_savedState);
-	Debug::debug(Debug::Engine, "Iris saved succesfully.");
+	Debug::debug(Debug::Engine, "Iris saved successfully.");
 
 	lua_Save(_savedState);
 
 	delete _savedState;
--- a/engines/grim/patchr.cpp
+++ b/engines/grim/patchr.cpp
@@ -371,9 +371,9 @@
 
 		PatchedFile *pf = new PatchedFile;
 		if (pf->load(rs, patchfile)) {
 			rs = Common::wrapBufferedSeekableReadStream(pf, 1024, DisposeAfterUse::YES);
-			Debug::debug(Debug::Patchr, "Patch for %s sucessfully loaded", filename.c_str());
+			Debug::debug(Debug::Patchr, "Patch for %s successfully loaded", filename.c_str());
 			break;
 		}
 
 		delete pf;