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authorAlexander Tkachev2016-07-29 11:35:36 +0600
committerAlexander Tkachev2016-07-29 11:35:36 +0600
commitfaed7c79730f13d98f7b68794293891404013b58 (patch)
treee495867f5eab8fafc5b0e58ab66cc04846b342d4 /engines/wage/saveload.cpp
parenta80547b206b179f5d5c04cac58cc2b60251a044a (diff)
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WAGE: Fix Chr::ChrArmorType unknown identifier
It should've been `Chr` instead.
Diffstat (limited to 'engines/wage/saveload.cpp')
-rw-r--r--engines/wage/saveload.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index 654812a6b1..4889add4f0 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -212,16 +212,16 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
out->writeSint32LE(GET_HEX_SCENE_OFFSET(player->_currentScene)); //getCurSceneHexOffset()
// wearing a helmet?
- out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::HEAD_ARMOR])); //helmetIndex
+ out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::HEAD_ARMOR])); //helmetIndex
// holding a shield?
- out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::SHIELD_ARMOR])); //shieldIndex
+ out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::SHIELD_ARMOR])); //shieldIndex
// wearing chest armor?
- out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::BODY_ARMOR])); //chestArmIndex
+ out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::BODY_ARMOR])); //chestArmIndex
// wearing spiritual armor?
- out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::MAGIC_ARMOR])); //sprtArmIndex
+ out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::MAGIC_ARMOR])); //sprtArmIndex
// TODO:
out->writeSint16LE(0xffff); // ???? - always FFFF
@@ -675,14 +675,14 @@ int WageEngine::loadGame(int slotId) {
// move all worn helmets, shields, chest armors and spiritual
// armors to player
- for (int type = 0; type < Chr::ChrArmorType::NUMBER_OF_ARMOR_TYPES; ++type) {
+ for (int type = 0; type < Chr::NUMBER_OF_ARMOR_TYPES; ++type) {
Obj *armor;
- if (type == Chr::ChrArmorType::HEAD_ARMOR)
+ if (type == Chr::HEAD_ARMOR)
armor = getObjByOffset(helmetOffset, objsHexOffset);
- else if (type == Chr::ChrArmorType::SHIELD_ARMOR)
+ else if (type == Chr::SHIELD_ARMOR)
armor = getObjByOffset(shieldOffset, objsHexOffset);
- else if (type == Chr::ChrArmorType::BODY_ARMOR)
+ else if (type == Chr::BODY_ARMOR)
armor = getObjByOffset(armorOffset, objsHexOffset);
else
armor = getObjByOffset(spiritualArmorOffset, objsHexOffset);