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authorFilippos Karapetis2014-05-20 04:05:32 +0300
committerFilippos Karapetis2014-05-20 04:05:32 +0300
commit7f8c1e9a4855a812348807cd6b33412e4d93f138 (patch)
tree553f1f89344fd8d10c0652310357d2cde330d437 /engines/mads/nebular/nebular_scenes5.cpp
parentd3c5a88bfca98d4664dbbd7729811a94819169bc (diff)
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MADS: Replace more verbs with their friendly names
Diffstat (limited to 'engines/mads/nebular/nebular_scenes5.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes5.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/engines/mads/nebular/nebular_scenes5.cpp b/engines/mads/nebular/nebular_scenes5.cpp
index 44363ec2ae..ef7ef89240 100644
--- a/engines/mads/nebular/nebular_scenes5.cpp
+++ b/engines/mads/nebular/nebular_scenes5.cpp
@@ -279,7 +279,7 @@ void Scene501::preActions() {
}
void Scene501::actions() {
- if (_action.isAction(0x36A, 0x324)) {
+ if (_action.isAction(VERB_GET_INTO, 0x324)) {
switch (_game._trigger) {
case 0:
_game._player._stepEnabled = false;
@@ -544,7 +544,7 @@ void Scene503::enter() {
}
void Scene503::actions() {
- if (_action.isAction(0x32F, 0xF9))
+ if (_action.isAction(VERB_WALK, 0xF9))
_scene->_nextSceneId = 501;
else if (_action.isAction(VERB_TAKE, 0x6A)) {
if ( _game._trigger || !_game._objects.isInInventory(OBJ_DETONATORS)) {
@@ -626,7 +626,7 @@ void Scene503::actions() {
_vm->_dialogs->show(50327);
else if (_action.isAction(VERB_OPEN, 0x36D))
_vm->_dialogs->show(50329);
- else if (_action.isAction(0xC, 0x36D) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId)))
+ else if (_action.isAction(VERB_THROW, 0x36D) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId)))
_vm->_dialogs->show(50330);
else
return;
@@ -1186,7 +1186,7 @@ void Scene506::room_506_door_sequences() {
_game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
if (_firstDoorFl) {
- if (_action.isAction(0x242, 0x336) || ((_scene->_priorSceneId == 507) && !_actionFl)) {
+ if (_action.isAction(VERB_WALK_INTO, 0x336) || ((_scene->_priorSceneId == 507) && !_actionFl)) {
_doorDepth = 13;
_doorSpriteIdx = _globals._spriteIndexes[2];
_doorSequenceIdx = _globals._sequenceIndexes[2];
@@ -1266,21 +1266,21 @@ void Scene506::room_506_door_sequences() {
}
void Scene506::actions() {
- if (_action.isAction(0x242, 0x37D)) {
+ if (_action.isAction(VERB_WALK_INTO, 0x37D)) {
if (_firstDoorFl) {
_heroFacing = FACING_NORTHWEST;
_doorPos = Common::Point(16, 111);
}
_actionFl = true;
room_506_door_sequences();
- } else if (_action.isAction(0x242, 0x336)) {
+ } else if (_action.isAction(VERB_WALK_INTO, 0x336)) {
if (_firstDoorFl) {
_heroFacing = FACING_NORTHWEST;
_doorPos = Common::Point(80, 102);
}
_actionFl = true;
room_506_door_sequences();
- } else if (_action.isAction(0x36A, 0x324)) {
+ } else if (_action.isAction(VERB_GET_INTO, 0x324)) {
switch (_game._trigger) {
case 0:
_game._player._stepEnabled = false;
@@ -1528,7 +1528,7 @@ void Scene508::enter() {
}
void Scene508::preActions() {
- if (_action.isAction(0x32F, 0xF9))
+ if (_action.isAction(VERB_WALK, 0xF9))
_game._player._walkOffScreenSceneId = 506;
}
@@ -1882,9 +1882,9 @@ void Scene511::preActions() {
}
void Scene511::actions() {
- if (_action.isAction(0x242, 0x372))
+ if (_action.isAction(VERB_WALK_INTO, 0x372))
_scene->_nextSceneId = 512;
- else if (_action.isAction(0x36A, 0x324)) {
+ else if (_action.isAction(VERB_GET_INTO, 0x324)) {
switch (_game._trigger) {
case 0:
_game._player._stepEnabled = false;
@@ -2004,7 +2004,7 @@ void Scene511::actions() {
_vm->_dialogs->show(51117);
else if (_action.isAction(VERB_LOOK, 0x37C))
_vm->_dialogs->show(51118);
- else if (_action.isAction(0x17B, 0xFF, 0x37C) || _action.isAction(0x17B, 0x6F, 0x37C))
+ else if (_action.isAction(VERB_UNLOCK, 0xFF, 0x37C) || _action.isAction(VERB_UNLOCK, 0x6F, 0x37C))
_vm->_dialogs->show(51119);
else if ( (_action.isAction(VERB_PUT) || _action.isAction(VERB_THROW))
&& (_action.isAction(0x171) || _action.isAction(0x2A) || _action.isAction(0x2B))
@@ -2102,7 +2102,7 @@ void Scene512::enter() {
}
void Scene512::actions() {
- if (_action.isAction(0x32F, 0xF9))
+ if (_action.isAction(VERB_WALK, 0xF9))
_scene->_nextSceneId = 511;
else if (_action.isAction(VERB_TAKE, 0x88)) {
if (_game._trigger || !_game._objects.isInInventory(OBJ_FISHING_ROD)) {
@@ -2436,7 +2436,7 @@ void Scene513::step() {
}
void Scene513::actions() {
- if (_action.isAction(0x36A, 0x324)) {
+ if (_action.isAction(VERB_GET_INTO, 0x324)) {
switch (_game._trigger) {
case 0:
_game._player._stepEnabled = false;