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author | Florian Kagerer | 2009-12-26 19:02:16 +0000 |
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committer | Florian Kagerer | 2009-12-26 19:02:16 +0000 |
commit | 2a0b03218c3d6afffac9bebff798850c27f67bd0 (patch) | |
tree | 44cf168fef6b93ee28e7a003c148b263cc2d9170 /engines/kyra/saveload_lol.cpp | |
parent | 78d268b21a65bcf4e7909f87374a08bec22c7ffe (diff) | |
download | scummvm-rg350-2a0b03218c3d6afffac9bebff798850c27f67bd0.tar.gz scummvm-rg350-2a0b03218c3d6afffac9bebff798850c27f67bd0.tar.bz2 scummvm-rg350-2a0b03218c3d6afffac9bebff798850c27f67bd0.zip |
LOL: - added workaround for portrait speech animations which would sometimes "freeze"
- renamed some stuff
svn-id: r46601
Diffstat (limited to 'engines/kyra/saveload_lol.cpp')
-rw-r--r-- | engines/kyra/saveload_lol.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/kyra/saveload_lol.cpp b/engines/kyra/saveload_lol.cpp index 23bde6edb7..54beb7a98a 100644 --- a/engines/kyra/saveload_lol.cpp +++ b/engines/kyra/saveload_lol.cpp @@ -63,7 +63,7 @@ Common::Error LoLEngine::loadGameState(int slot) { c->raceClassSex = in.readByte(); c->id = in.readSint16BE(); c->curFaceFrame = in.readByte(); - c->defaultFaceFrame = in.readByte(); + c->tempFaceFrame = in.readByte(); c->screamSfx = in.readByte(); for (int ii = 0; ii < 8; ii++) c->itemsMight[ii] = in.readUint16BE(); @@ -153,7 +153,7 @@ Common::Error LoLEngine::loadGameState(int slot) { _globalScriptVars[i] = in.readUint16BE(); _brightness = in.readByte(); _lampOilStatus = in.readByte(); - _lampEffect = in.readByte(); + _lampEffect = in.readSByte(); _credits = in.readUint16BE(); for (int i = 0; i < 8; i++) _globalScriptVars2[i] = in.readUint16BE(); @@ -291,7 +291,7 @@ Common::Error LoLEngine::saveGameState(int slot, const char *saveName, const Gra out->writeByte(c->raceClassSex); out->writeSint16BE(c->id); out->writeByte(c->curFaceFrame); - out->writeByte(c->defaultFaceFrame); + out->writeByte(c->tempFaceFrame); out->writeByte(c->screamSfx); for (int ii = 0; ii < 8; ii++) out->writeUint16BE(c->itemsMight[ii]); @@ -350,7 +350,7 @@ Common::Error LoLEngine::saveGameState(int slot, const char *saveName, const Gra out->writeUint16BE(_globalScriptVars[i]); out->writeByte(_brightness); out->writeByte(_lampOilStatus); - out->writeByte(_lampEffect); + out->writeSByte(_lampEffect); out->writeUint16BE(_credits); for (int i = 0; i < 8; i++) out->writeUint16BE(_globalScriptVars2[i]); |