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| author | Ac_K <Acoustik666@gmail.com> | 2018-07-22 19:38:29 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-07-22 19:38:29 +0000 |
| commit | ed075ae3cdc99163aa910b628bcd9de03dae03dd (patch) | |
| tree | 72c0eade8c2389ebf5755079cafe99e4c0b6036d | |
| parent | 241b46540d4e1ab909cc8b1b494189c4800ebcfd (diff) | |
Update ITimeZoneService.cs
Fix typo
| -rw-r--r-- | Ryujinx.HLE/OsHle/Services/Time/ITimeZoneService.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Ryujinx.HLE/OsHle/Services/Time/ITimeZoneService.cs b/Ryujinx.HLE/OsHle/Services/Time/ITimeZoneService.cs index a2206a12..38440eef 100644 --- a/Ryujinx.HLE/OsHle/Services/Time/ITimeZoneService.cs +++ b/Ryujinx.HLE/OsHle/Services/Time/ITimeZoneService.cs @@ -117,7 +117,7 @@ namespace Ryujinx.HLE.OsHle.Services.Time TimeZoneInfo Info = TimeZoneInfo.FindSystemTimeZoneById(TzID); byte[] TzData = Encoding.ASCII.GetBytes(Info.Id); - // FIXME: This is not in ANY cases accurate, but the games don't about the content of the buffer, they only pass it. + // FIXME: This is not in ANY cases accurate, but the games don't care about the content of the buffer, they only pass it. // TODO: Reverse the TZif2 conversion in PCV to make this match with real hardware. Context.Memory.WriteBytes(BufferPosition, TzData); } |
