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authorTorbjörn Andersson2006-04-10 23:22:26 +0000
committerTorbjörn Andersson2006-04-10 23:22:26 +0000
commitbadb5218fa3989e12e1f383ed7c510102626a8ec (patch)
tree23796f83d1de0d34c9f9ad9a4d4f056eefe7d559 /engines/cine/various.h
parent935989d8cd960e175d577526418f589625a9d25f (diff)
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If I understand things correctly, cinE used to dump the entire animDataTable
element to the savefile, including data pointers. After reading the savefile, it would then test if ptr1 was NULL, to see if it should load the object. I've extended the savefile format with a byte to indicate whether or not ptr1 was non-NULL. This seems to fix the problems I had with with loading savegames, but of course any old savegame is now even more broken than before. I still can't seem to get out of the room with the machine, though. Another regression when migrating the code from cinE, or just my ability to get past this annoying, timed puzzle? svn-id: r21772
Diffstat (limited to 'engines/cine/various.h')
-rw-r--r--engines/cine/various.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/engines/cine/various.h b/engines/cine/various.h
index eb71fd6835..079b458ec9 100644
--- a/engines/cine/various.h
+++ b/engines/cine/various.h
@@ -81,6 +81,8 @@ extern uint16 var3;
extern uint16 var4;
extern uint16 var5;
+extern bool refreshAnimData[NUM_MAX_ANIMDATA];
+
extern Common::File palFileHandle;
extern Common::File partFileHandle;