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authorEugene Sandulenko2016-05-22 00:43:46 +0200
committerEugene Sandulenko2016-05-22 00:45:05 +0200
commitad04376054f9734d81099b36b013478498364cb3 (patch)
tree955bb50341084fa5c1c384df31111c5c43cfa144
parent441f630ec53a2ece2f2afe46520cd73801069c5f (diff)
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SCUMM HE: Cleanup
-rw-r--r--engines/scumm/he/moonbase/ai_defenseunit.cpp16
-rw-r--r--engines/scumm/he/moonbase/ai_defenseunit.h50
2 files changed, 33 insertions, 33 deletions
diff --git a/engines/scumm/he/moonbase/ai_defenseunit.cpp b/engines/scumm/he/moonbase/ai_defenseunit.cpp
index 43223dda9b..f1f0251dc6 100644
--- a/engines/scumm/he/moonbase/ai_defenseunit.cpp
+++ b/engines/scumm/he/moonbase/ai_defenseunit.cpp
@@ -29,17 +29,17 @@
namespace Scumm {
DefenseUnit::DefenseUnit() {
- m_state = DUS_ON;
+ _state = DUS_ON;
}
DefenseUnit::DefenseUnit(DefenseUnit *inUnit) {
- m_ID = inUnit->getID();
- m_pos.x = inUnit->getPosX();
- m_pos.y = inUnit->getPosY();
- m_distanceTo = inUnit->getDistanceTo();
- m_state = inUnit->getState();
- m_radius = inUnit->getRadius();
- m_armor = inUnit->getArmor();
+ _id = inUnit->getID();
+ _pos.x = inUnit->getPosX();
+ _pos.y = inUnit->getPosY();
+ _distanceTo = inUnit->getDistanceTo();
+ _state = inUnit->getState();
+ _radius = inUnit->getRadius();
+ _armor = inUnit->getArmor();
}
DefenseUnit::~DefenseUnit() {
diff --git a/engines/scumm/he/moonbase/ai_defenseunit.h b/engines/scumm/he/moonbase/ai_defenseunit.h
index bc4c79a6b5..e658fc31ab 100644
--- a/engines/scumm/he/moonbase/ai_defenseunit.h
+++ b/engines/scumm/he/moonbase/ai_defenseunit.h
@@ -45,13 +45,13 @@ enum {
class DefenseUnit {
private:
- int m_ID;
- Common::Point m_pos;
- int m_distanceTo;
- int m_state;
- int m_radius;
- int m_armor;
- int m_cost;
+ int _id;
+ Common::Point _pos;
+ int _distanceTo;
+ int _state;
+ int _radius;
+ int _armor;
+ int _cost;
public:
DefenseUnit();
@@ -59,26 +59,26 @@ public:
virtual ~DefenseUnit();
- void setID(int id) { m_ID = id; }
- void setDistanceTo(int distanceTo) { m_distanceTo = distanceTo; }
- void setState(int state) { m_state = state; }
- void setRadius(int radius) { m_radius = radius; }
- void setArmor(int armor) { m_armor = armor; }
- void setDamage(int damage) { m_armor -= damage; }
+ void setID(int id) { _id = id; }
+ void setDistanceTo(int distanceTo) { _distanceTo = distanceTo; }
+ void setState(int state) { _state = state; }
+ void setRadius(int radius) { _radius = radius; }
+ void setArmor(int armor) { _armor = armor; }
+ void setDamage(int damage) { _armor -= damage; }
void setPos(int x, int y) {
- m_pos.x = x;
- m_pos.y = y;
+ _pos.x = x;
+ _pos.y = y;
}
- void setCost(int cost) { m_cost = cost; }
-
- int getID() const { return m_ID; }
- int getDistanceTo() const { return m_distanceTo; }
- int getState() const { return m_state; }
- int getRadius() const { return m_radius; }
- int getArmor() const { return m_armor; }
- int getPosX() const { return m_pos.x; }
- int getPosY() const { return m_pos.y; }
- int getCost() const { return m_cost; }
+ void setCost(int cost) { _cost = cost; }
+
+ int getID() const { return _id; }
+ int getDistanceTo() const { return _distanceTo; }
+ int getState() const { return _state; }
+ int getRadius() const { return _radius; }
+ int getArmor() const { return _armor; }
+ int getPosX() const { return _pos.x; }
+ int getPosY() const { return _pos.y; }
+ int getCost() const { return _cost; }
virtual int getType() const = 0;