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authorPaul Gilbert2018-04-14 11:05:11 -0400
committerPaul Gilbert2018-04-14 11:05:11 -0400
commita189f2c7d2f2cb207c98b7e950c0f7ef97f94eb2 (patch)
tree758b88fe5b22d091936a9ae2cc3ee4a7ae2b6168 /engines/xeen/dialogs
parent8a1a3c55740f8b77e29762166df7fc4b1af2fab3 (diff)
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XEEN: Fix aborting combat loop prematurely via bad sleeping check
Previously combat was being aborted prematurely, though it wasn't noticeable in most casees since the next turn combat started up again seamlessly. But there were a few edge cases, such as defeating monsters in a single turn, but having more to the side, where it resulted in the list of active monsters being fought being redrawn with no contents
Diffstat (limited to 'engines/xeen/dialogs')
-rw-r--r--engines/xeen/dialogs/dialogs_input.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/xeen/dialogs/dialogs_input.cpp b/engines/xeen/dialogs/dialogs_input.cpp
index 6092fc4f3e..764d772edc 100644
--- a/engines/xeen/dialogs/dialogs_input.cpp
+++ b/engines/xeen/dialogs/dialogs_input.cpp
@@ -262,7 +262,7 @@ int Choose123::execute(uint numOptions) {
result = 0;
} else if (_buttonValue >= Common::KEYCODE_1 && _buttonValue < (Common::KEYCODE_1 + (int)numOptions)) {
_buttonValue -= Common::KEYCODE_0;
- result = (_buttonValue == numOptions) ? 0 : _buttonValue;
+ result = (_buttonValue == (int)numOptions) ? 0 : _buttonValue;
}
}