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Changed "it's" to "its" in a few comments.
svn-id: r22408
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@ -283,7 +283,7 @@ void Game::handleClick() {
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}
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} else if ((room.cursorState() == CS_TALKING) ||
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(res.getTalkState() != TALK_NONE)) {
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// Currently talking, so let it's tick proc handle it
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// Currently talking, so let its tick proc handle it
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} else if (mouse.y() < MENUBAR_Y_SIZE) {
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uint8 response = Menu::getReference().execute();
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if (response != MENUITEM_NONE)
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@ -363,7 +363,7 @@ void Hotspot::faceHotspot(HotspotData *hotspot) {
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}
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}
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// Sets or clears the hotspot as occupying an area in it's room's pathfinding data
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// Sets or clears the hotspot as occupying an area in its room's pathfinding data
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void Hotspot::setOccupied(bool occupiedFlag) {
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int xp = x() >> 3;
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@ -1456,7 +1456,7 @@ void HotspotTickHandlers::droppingTorchAnimHandler(Hotspot &h) {
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res.deactivateHotspot(h.hotspotId());
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res.activateHotspot(0x41C);
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// Enable the fire and activate it's animation
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// Enable the fire and activate its animation
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HotspotData *fire = res.getHotspot(0x418);
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fire->flags |= 0x80;
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fire->loadOffset = 0x7172;
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@ -335,7 +335,7 @@ void Script::addActions(uint16 hotspotId, uint16 actions, uint16 v3) {
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hotspot->actions |= actions;
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}
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// Checks the status of the cell door, and starts music depending on it's state
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// Checks the status of the cell door, and starts music depending on its state
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void Script::checkCellDoor(uint16 v1, uint16 v2, uint16 v3) {
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// In the original game, this method checks to see if the cell door
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