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authorTobias Gunkel2012-02-04 18:34:08 +0100
committerTobias Gunkel2012-02-11 08:30:08 +0100
commit9dd6105ce62210509207dc61607543b7bcf5639d (patch)
tree83bd5eed06f9a48d1b7f9cf28c0edc57359121ca /engines/scumm/script.cpp
parent8d3b27293965ea17a4a34a1258688f9eeb3410d1 (diff)
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SCUMM: replace "c64" with "v0" when it applies to both C64 and AppleII v0 versions
In addition some routines (e.g. the gfx ones) that are even used in v1.
Diffstat (limited to 'engines/scumm/script.cpp')
-rw-r--r--engines/scumm/script.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/scumm/script.cpp b/engines/scumm/script.cpp
index 3bd70d0e24..39420ee974 100644
--- a/engines/scumm/script.cpp
+++ b/engines/scumm/script.cpp
@@ -1132,7 +1132,7 @@ void ScummEngine::checkAndRunSentenceScript() {
void ScummEngine_v0::walkToActorOrObject(int object) {
int x, y, dir;
- ActorC64 *a = (ActorC64 *)derefActor(VAR(VAR_EGO), "walkToObject");
+ Actor_v0 *a = (Actor_v0 *)derefActor(VAR(VAR_EGO), "walkToObject");
_walkToObject = object;
_walkToObjectState = kWalkToObjectStateWalk;
@@ -1162,7 +1162,7 @@ bool ScummEngine_v0::checkPendingWalkAction() {
return false;
int actor = VAR(VAR_EGO);
- ActorC64 *a = (ActorC64 *)derefActor(actor, "checkPendingWalkAction");
+ Actor_v0 *a = (Actor_v0 *)derefActor(actor, "checkPendingWalkAction");
// wait until walking or turning action is finished
if (a->_moving)