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author | Campbell Barton <ideasman42@gmail.com> | 2012-03-01 16:20:18 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-01 16:20:18 +0400 |
commit | ea13ec1699bcf59960daa57fd2cd9d24e195a71b (patch) | |
tree | 8f3b48f2b535426b425388181ed0b9a598ca2d06 /source/gameengine/Converter/KX_ConvertSensors.cpp | |
parent | 6a36b6249b8dc5bd0f60572fdbc2e42e79c14981 (diff) |
Spelling Cleanup
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertSensors.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertSensors.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp index 9391d12a3ce..a672e9cd9b8 100644 --- a/source/gameengine/Converter/KX_ConvertSensors.cpp +++ b/source/gameengine/Converter/KX_ConvertSensors.cpp @@ -315,7 +315,7 @@ void BL_ConvertSensors(struct Object* blenderobject, bMouseSensor *bmouse = (bMouseSensor *)sens->data; /* There are two main types of mouse sensors. If there is - * no focus-related behaviour requested, we can make do + * no focus-related behavior requested, we can make do * with a basic sensor. This cuts down memory usage and * gives a slight performance gain. */ |