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author | Paul Gilbert | 2018-04-07 11:02:09 -0400 |
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committer | Paul Gilbert | 2018-04-07 11:02:09 -0400 |
commit | 6a3251649010e0488046c5c994b600b5c831a209 (patch) | |
tree | 6d26cdd40c3604d001397d952f04d88de82c594e /engines/xeen/scripts.cpp | |
parent | 28a3faa1785293df6aa94917c3e846e2f8e6258e (diff) | |
download | scummvm-rg350-6a3251649010e0488046c5c994b600b5c831a209.tar.gz scummvm-rg350-6a3251649010e0488046c5c994b600b5c831a209.tar.bz2 scummvm-rg350-6a3251649010e0488046c5c994b600b5c831a209.zip |
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.cpp | 4 |
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; |