diff options
author | Torbjörn Andersson | 2005-09-28 14:27:18 +0000 |
---|---|---|
committer | Torbjörn Andersson | 2005-09-28 14:27:18 +0000 |
commit | afe28a5b07ca41daaa84370b86588a573e4d5755 (patch) | |
tree | 8d8d79822e0675af38f520ab2e144ad696ec6a16 | |
parent | 00632bf8225cbb7c61aa3433a7fd74aa38535b67 (diff) | |
download | scummvm-rg350-afe28a5b07ca41daaa84370b86588a573e4d5755.tar.gz scummvm-rg350-afe28a5b07ca41daaa84370b86588a573e4d5755.tar.bz2 scummvm-rg350-afe28a5b07ca41daaa84370b86588a573e4d5755.zip |
Some very minor cleanups. (Basically the remains of a failed experiment.)
svn-id: r18893
-rw-r--r-- | saga/actor.cpp | 8 | ||||
-rw-r--r-- | saga/itedata.cpp | 2 |
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 // ------------ ---- ---- ---- ----- ---- ---- ---- --- ---- -- -- -- |