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-rw-r--r--core/input/input.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp
index f928ae7654..3a8c1c1628 100644
--- a/core/input/input.cpp
+++ b/core/input/input.cpp
@@ -723,7 +723,7 @@ void Input::warp_mouse_position(const Vector2 &p_to) {
Point2i Input::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect) {
// The relative distance reported for the next event after a warp is in the boundaries of the
- // size of the rect on that axis, but it may be greater, in which case there's not problem as fmod()
+ // size of the rect on that axis, but it may be greater, in which case there's no problem as fmod()
// will warp it, but if the pointer has moved in the opposite direction between the pointer relocation
// and the subsequent event, the reported relative distance will be less than the size of the rect
// and thus fmod() will be disabled for handling the situation.
@@ -779,7 +779,7 @@ bool Input::is_emulating_touch_from_mouse() const {
return emulate_touch_from_mouse;
}
-// Calling this whenever the game window is focused helps unstucking the "touch mouse"
+// Calling this whenever the game window is focused helps unsticking the "touch mouse"
// if the OS or its abstraction class hasn't properly reported that touch pointers raised
void Input::ensure_touch_mouse_raised() {
if (mouse_from_touch_index != -1) {