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authorCampbell Barton <ideasman42@gmail.com>2012-03-01 16:20:18 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-01 16:20:18 +0400
commitea13ec1699bcf59960daa57fd2cd9d24e195a71b (patch)
tree8f3b48f2b535426b425388181ed0b9a598ca2d06 /source/gameengine/GameLogic/SCA_ISensor.h
parent6a36b6249b8dc5bd0f60572fdbc2e42e79c14981 (diff)
Spelling Cleanup
Diffstat (limited to 'source/gameengine/GameLogic/SCA_ISensor.h')
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index 1e10bcc08fd..8a7a29ef5b9 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -107,7 +107,7 @@ public:
~SCA_ISensor();
virtual void ReParent(SCA_IObject* parent);
- /** Because we want sensors to share some behaviour, the Activate has */
+ /** Because we want sensors to share some behavior, the Activate has */
/* an implementation on this level. It requires an evaluate on the lower */
/* level of individual sensors. Mapping the old activate()s is easy. */
/* The IsPosTrig() also has to change, to keep things consistent. */
@@ -118,7 +118,7 @@ public:
virtual CValue* GetReplica()=0;
- /** Set parameters for the pulsing behaviour.
+ /** Set parameters for the pulsing behavior.
* @param posmode Trigger positive pulses?
* @param negmode Trigger negative pulses?
* @param freq Frequency to use when doing pulsing.