diff --git a/engines/mads/action.cpp b/engines/mads/action.cpp index 5d63c3a268d..f26a999ff76 100644 --- a/engines/mads/action.cpp +++ b/engines/mads/action.cpp @@ -87,9 +87,9 @@ void MADSAction::clear() { _pickedWord = 0; } -void MADSAction::appendVocab(int vocabId, bool capitalise) { +void MADSAction::appendVocab(int vocabId, bool capitalize) { Common::String vocabStr = _vm->_game->_scene.getVocab(vocabId); - if (capitalise) + if (capitalize) vocabStr.setChar(toupper(vocabStr[0]), 0); _statusText += vocabStr; @@ -109,7 +109,6 @@ void MADSAction::startWalkingDirectly(int walkType) { void MADSAction::set() { Scene &scene = _vm->_game->_scene; UserInterface &userInterface = scene._userInterface; - bool flag = false; _statusText = ""; _action._verbId = VERB_NONE; @@ -128,6 +127,7 @@ void MADSAction::set() { // Two 'look' actions in succession, so the action becomes 'Look around' _statusText = kLookAroundStr; } else { + bool flag = false; if ((_commandSource == CAT_INV_VOCAB) && (_selectedRow >= 0) && (_verbType == VERB_THAT) && (_prepType == PREP_NONE)) { // Use/to action @@ -137,7 +137,7 @@ void MADSAction::set() { _action._objectNameId = objEntry._descId; _action._verbId = objEntry._vocabList[_selectedRow]._vocabId; - // Set up the status text stirng + // Set up the status text string _statusText = kUseStr; appendVocab(_action._objectNameId); _statusText += kToStr; diff --git a/engines/mads/action.h b/engines/mads/action.h index af52d2c7a24..30102267875 100644 --- a/engines/mads/action.h +++ b/engines/mads/action.h @@ -106,7 +106,7 @@ private: MADSEngine *_vm; Common::String _statusText; - void appendVocab(int vocabId, bool capitalise = false); + void appendVocab(int vocabId, bool capitalize = false); void startWalkingDirectly(int walkType); public: