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author | Alexander Tkachev | 2016-07-29 11:35:36 +0600 |
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committer | Alexander Tkachev | 2016-07-29 11:35:36 +0600 |
commit | faed7c79730f13d98f7b68794293891404013b58 (patch) | |
tree | e495867f5eab8fafc5b0e58ab66cc04846b342d4 | |
parent | a80547b206b179f5d5c04cac58cc2b60251a044a (diff) | |
download | scummvm-rg350-faed7c79730f13d98f7b68794293891404013b58.tar.gz scummvm-rg350-faed7c79730f13d98f7b68794293891404013b58.tar.bz2 scummvm-rg350-faed7c79730f13d98f7b68794293891404013b58.zip |
WAGE: Fix Chr::ChrArmorType unknown identifier
It should've been `Chr` instead.
-rw-r--r-- | engines/wage/saveload.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp index 654812a6b1..4889add4f0 100644 --- a/engines/wage/saveload.cpp +++ b/engines/wage/saveload.cpp @@ -212,16 +212,16 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d out->writeSint32LE(GET_HEX_SCENE_OFFSET(player->_currentScene)); //getCurSceneHexOffset() // wearing a helmet? - out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::HEAD_ARMOR])); //helmetIndex + out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::HEAD_ARMOR])); //helmetIndex // holding a shield? - out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::SHIELD_ARMOR])); //shieldIndex + out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::SHIELD_ARMOR])); //shieldIndex // wearing chest armor? - out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::BODY_ARMOR])); //chestArmIndex + out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::BODY_ARMOR])); //chestArmIndex // wearing spiritual armor? - out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::MAGIC_ARMOR])); //sprtArmIndex + out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::MAGIC_ARMOR])); //sprtArmIndex // TODO: out->writeSint16LE(0xffff); // ???? - always FFFF @@ -675,14 +675,14 @@ int WageEngine::loadGame(int slotId) { // move all worn helmets, shields, chest armors and spiritual // armors to player - for (int type = 0; type < Chr::ChrArmorType::NUMBER_OF_ARMOR_TYPES; ++type) { + for (int type = 0; type < Chr::NUMBER_OF_ARMOR_TYPES; ++type) { Obj *armor; - if (type == Chr::ChrArmorType::HEAD_ARMOR) + if (type == Chr::HEAD_ARMOR) armor = getObjByOffset(helmetOffset, objsHexOffset); - else if (type == Chr::ChrArmorType::SHIELD_ARMOR) + else if (type == Chr::SHIELD_ARMOR) armor = getObjByOffset(shieldOffset, objsHexOffset); - else if (type == Chr::ChrArmorType::BODY_ARMOR) + else if (type == Chr::BODY_ARMOR) armor = getObjByOffset(armorOffset, objsHexOffset); else armor = getObjByOffset(spiritualArmorOffset, objsHexOffset); |