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authorPaul Gilbert2018-04-07 11:02:09 -0400
committerPaul Gilbert2018-04-07 11:02:09 -0400
commit6a3251649010e0488046c5c994b600b5c831a209 (patch)
tree6d26cdd40c3604d001397d952f04d88de82c594e /engines/xeen/scripts.cpp
parent28a3faa1785293df6aa94917c3e846e2f8e6258e (diff)
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XEEN: Cache mouse clicks as well as keyboard in EventsManager
This allows the well open door/gate, shoot at enemies, then close to work with the mouse as well as the keyboard. The pending event queue has also been limited to 5 pending events. Trust me, you don't want to spent time spamming Shoot at a high level monster that can't reach you, only for when it's killed to have to wait several minutes whilst your party keeps shooting.
Diffstat (limited to 'engines/xeen/scripts.cpp')
-rw-r--r--engines/xeen/scripts.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/xeen/scripts.cpp b/engines/xeen/scripts.cpp
index 92204fc5ac..7d36b83f34 100644
--- a/engines/xeen/scripts.cpp
+++ b/engines/xeen/scripts.cpp
@@ -214,7 +214,7 @@ int Scripts::checkEvents() {
MazeObject &selectedObj = map._mobData._objects[intf._objNumber];
if (selectedObj._spriteId == (ccNum ? 15 : 16)) {
- for (uint idx = 0; idx < MIN((int)map._mobData._objects.size(), 16); ++idx) {
+ for (int idx = 0; idx < MIN((int)map._mobData._objects.size(), 16); ++idx) {
MazeObject &obj = map._mobData._objects[idx];
if (obj._spriteId == (ccNum ? 62 : 57)) {
selectedObj._id = idx;
@@ -223,7 +223,7 @@ int Scripts::checkEvents() {
}
}
} else if (selectedObj._spriteId == 73) {
- for (uint idx = 0; idx < MIN((int)map._mobData._objects.size(), 16); ++idx) {
+ for (int idx = 0; idx < MIN((int)map._mobData._objects.size(), 16); ++idx) {
MazeObject &obj = map._mobData._objects[idx];
if (obj._spriteId == 119) {
selectedObj._id = idx;