Wrong "its"

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@984 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Dave Hoover
2010-10-15 20:15:43 +00:00
parent 596e38abe8
commit 72fe10238d
5 changed files with 5 additions and 5 deletions
@@ -241,7 +241,7 @@ public class ParlorManager
invite.config.players = new Name[] { invite.invitee.getVisibleName(),
invite.inviter.getVisibleName() };
// create the game manager and begin it's initialization process; the game manager will
// create the game manager and begin its initialization process; the game manager will
// take care of notifying the players that the game has been created
createGameManager(invite.config);
@@ -132,7 +132,7 @@ public abstract class DropBoardView extends PuzzleBoardView
}
/**
* Creates a new piece sprite and places it directly in it's correct
* Creates a new piece sprite and places it directly in its correct
* position.
*/
public void createPiece (int piece, int sx, int sy)
@@ -260,7 +260,7 @@ public class DropSprite extends Sprite
* Puts the drop sprite into (or takes it out of) bouncing mode. Bouncing mode is used to put
* the sprite into limbo after it lands but before we commit the landing, giving the user a
* last moment change move or rotate the piece. While the sprite is "bouncing" it will be
* rendered one pixel below it's at rest state.
* rendered one pixel below its at rest state.
*/
public void setBouncing (boolean bouncing)
{
@@ -229,7 +229,7 @@ public class EditorApp implements Runnable
pmode = ModeUtil.getDisplayMode(
gd, cmode.getWidth(), cmode.getHeight(), 16, 15);
} catch (Throwable t) {
// Win98 seems to choke on it's own vomit when we attempt to
// Win98 seems to choke on its own vomit when we attempt to
// enumerate the available display modes; yay!
log.warning("Failed to probe display mode.", t);
}
@@ -190,7 +190,7 @@ public class SceneDirector extends BasicDirector
}
}
// load up the pending scene so that we can communicate it's most recent version to the
// load up the pending scene so that we can communicate its most recent version to the
// server
_pendingModel = loadSceneModel(sceneId);