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authorSven Hesse2008-05-28 21:15:11 +0000
committerSven Hesse2008-05-28 21:15:11 +0000
commit8da68b29648f9dbdcc05b3a1efe4a29ed2c4e88c (patch)
tree7f2416cbf176f53a871b0cc3bea4785284ba4889 /engines/gob/sound/sound.cpp
parentc9fd5fef7645cc7ba6e14ddfeaab91d941f3b8f7 (diff)
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Script variables are now always stored in the game version's native endianess.
This should make Woodruff playable on big-endian systems. svn-id: r32352
Diffstat (limited to 'engines/gob/sound/sound.cpp')
-rw-r--r--engines/gob/sound/sound.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/engines/gob/sound/sound.cpp b/engines/gob/sound/sound.cpp
index a90afe0e27..2d2bf8e043 100644
--- a/engines/gob/sound/sound.cpp
+++ b/engines/gob/sound/sound.cpp
@@ -29,6 +29,7 @@
#include "gob/util.h"
#include "gob/dataio.h"
#include "gob/game.h"
+#include "gob/inter.h"
namespace Gob {
@@ -370,7 +371,7 @@ void Sound::blasterWaitEndPlay(bool interruptible, bool stopComp) {
while (_blaster->isPlaying() && !_vm->_quitRequested) {
if (interruptible && (_vm->_util->checkKey() == 0x11B)) {
- WRITE_VAR(57, -1);
+ WRITE_VAR(57, (uint32) -1);
return;
}
_vm->_util->longDelay(200);