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authorEric Fry2018-05-05 21:58:47 +1000
committerEugene Sandulenko2018-07-20 06:43:33 +0000
commitd3fbb0e8b97fbefa8a4ca019ea8689a98fcdc62b (patch)
tree4d52e7413bc884e3496580c587f003257f5d6a91 /engines/illusions/duckman
parent2f551cabbacf64d336a855ec087fb6e31c484161 (diff)
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ILLUSIONS: Replace actor flag magic values with enum definitions
Diffstat (limited to 'engines/illusions/duckman')
-rw-r--r--engines/illusions/duckman/duckman_credits.cpp2
-rw-r--r--engines/illusions/duckman/illusions_duckman.cpp4
2 files changed, 3 insertions, 3 deletions
diff --git a/engines/illusions/duckman/duckman_credits.cpp b/engines/illusions/duckman/duckman_credits.cpp
index 18a0482ae4..2798efe0cc 100644
--- a/engines/illusions/duckman/duckman_credits.cpp
+++ b/engines/illusions/duckman/duckman_credits.cpp
@@ -107,7 +107,7 @@ int DuckmanCredits::update(uint flags) {
control->getActorFrameDimensions(dimensions);
textDrawer.wrapText(font, wtext, &dimensions, Common::Point(0, 0), 2, outText);
textDrawer.drawText(_vm->_screen, control->_actor->_surface, 0, 0);
- control->_actor->_flags |= 0x4000;
+ control->_actor->_flags |= Illusions::ACTOR_FLAG_4000;
_lastItemIndex = index;
}
diff --git a/engines/illusions/duckman/illusions_duckman.cpp b/engines/illusions/duckman/illusions_duckman.cpp
index 955aa8da84..d917a35620 100644
--- a/engines/illusions/duckman/illusions_duckman.cpp
+++ b/engines/illusions/duckman/illusions_duckman.cpp
@@ -437,7 +437,7 @@ bool IllusionsEngine_Duckman::testMainActorCollision(Control *control) {
_currWalkOverlappedControl = overlappedControl;
if (runTriggerCause(9, 0, overlappedControl->_objectId)) {
delete control->_actor->_pathNode;
- control->_actor->_flags &= ~0x0400;
+ control->_actor->_flags &= ~Illusions::ACTOR_FLAG_400;
control->_actor->_pathNode = 0;
control->_actor->_pathPoints = 0;
control->_actor->_pathPointsCount = 0;
@@ -692,7 +692,7 @@ void IllusionsEngine_Duckman::stopCursorHoldingObject() {
void IllusionsEngine_Duckman::cursorControlRoutine(Control *control, uint32 deltaTime) {
control->_actor->_seqCodeValue1 = 100 * deltaTime;
- if (control->_actor->_flags & 1) {
+ if (control->_actor->_flags & Illusions::ACTOR_FLAG_1) {
switch (_cursor._gameState) {
case 2:
updateGameState2();