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authorTorbjörn Andersson2005-09-28 14:27:18 +0000
committerTorbjörn Andersson2005-09-28 14:27:18 +0000
commitafe28a5b07ca41daaa84370b86588a573e4d5755 (patch)
tree8d8d79822e0675af38f520ab2e144ad696ec6a16
parent00632bf8225cbb7c61aa3433a7fd74aa38535b67 (diff)
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Some very minor cleanups. (Basically the remains of a failed experiment.)
svn-id: r18893
-rw-r--r--saga/actor.cpp8
-rw-r--r--saga/itedata.cpp2
2 files changed, 4 insertions, 6 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp
index 4b0fbf4189..59257b5872 100644
--- a/saga/actor.cpp
+++ b/saga/actor.cpp
@@ -271,7 +271,7 @@ Actor::Actor(SagaEngine *vm) : _vm(vm) {
obj->_location.z = ITE_ObjectTable[i].z;
}
} else {
- // TODO. This is causing problems for SYMBIAN os as it does n't like a static class here
+ // TODO. This is causing problems for SYMBIAN os as it doesn't like a static class here
ActorData dummyActor;
dummyActor._frames = NULL;
@@ -306,7 +306,7 @@ bool Actor::loadActorResources(ActorData *actor) {
int framesCount;
ActorFrameSequence *framesPointer;
int lastFrame = 0;
- int i, orient;
+ int orient;
int resourceId;
bool gotSomething = false;
@@ -324,7 +324,7 @@ bool Actor::loadActorResources(ActorData *actor) {
MemoryReadStreamEndian readS(resourcePointer, resourceLength, _actorContext->isBigEndian);
- for (i = 0; i < framesCount; i++) {
+ for (int i = 0; i < framesCount; i++) {
for (orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
// Load all four orientations
framesPointer[i].directions[orient].frameIndex = readS.readUint16();
@@ -350,7 +350,6 @@ bool Actor::loadActorResources(ActorData *actor) {
return true;
}
-
resourceId = actor->_spriteListResourceId;
if (resourceId) {
@@ -358,7 +357,6 @@ bool Actor::loadActorResources(ActorData *actor) {
_vm->_sprite->loadList(resourceId, actor->_spriteList);
- i = actor->_spriteList.spriteCount;
if (actor->_flags & kExtended) {
while ((lastFrame >= actor->_spriteList.spriteCount)) {
resourceId++;
diff --git a/saga/itedata.cpp b/saga/itedata.cpp
index cda9ec2d87..ad7508588d 100644
--- a/saga/itedata.cpp
+++ b/saga/itedata.cpp
@@ -32,7 +32,7 @@ namespace Saga {
ActorTableData ITE_ActorTable[ITE_ACTORCOUNT] = {
// Original used so called permanent actors for first three and that was designed by
// EXTENDED object flag. They contained frames in more than one resource. We use
- // different technique here see "Apppending to sprite list" in loadActorResources()
+ // different technique here see "Appending to sprite list" in loadActorResources()
// flags name scene x y z spr frm scp col
// ------------ ---- ---- ---- ----- ---- ---- ---- --- ---- -- -- --