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author | Robert Göffringmann | 2003-06-02 06:48:36 +0000 |
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committer | Robert Göffringmann | 2003-06-02 06:48:36 +0000 |
commit | 9a450413cd190c42f9e2be189132f7e7adb65106 (patch) | |
tree | e0b694a397a7b3bc5d2f9e94947de2a16fc4af05 /sky | |
parent | 3ac5b4ccfa2f394ce7d63c9bfe660fa02c4bf82a (diff) | |
download | scummvm-rg350-9a450413cd190c42f9e2be189132f7e7adb65106.tar.gz scummvm-rg350-9a450413cd190c42f9e2be189132f7e7adb65106.tar.bz2 scummvm-rg350-9a450413cd190c42f9e2be189132f7e7adb65106.zip |
forgot to remove debug printfs and to make sequenceRunning volatile.
svn-id: r8267
Diffstat (limited to 'sky')
-rw-r--r-- | sky/logic.cpp | 3 | ||||
-rw-r--r-- | sky/screen.h | 2 |
2 files changed, 1 insertions, 4 deletions
diff --git a/sky/logic.cpp b/sky/logic.cpp index 4bc6e5bc2b..504d5de081 100644 --- a/sky/logic.cpp +++ b/sky/logic.cpp @@ -498,7 +498,6 @@ void SkyLogic::talk() { if ((_compact->extCompact->spTextId == 0xFFFF) && // is this a voc file? (_skySound->speechFinished())) { // finished? - printf("weird thing\n"); _compact->logic = L_SCRIPT; // restart character control @@ -523,7 +522,6 @@ void SkyLogic::talk() { _compact->grafixProg = graphixProg; } } else { - printf("EOA reached. getTo = %d (%X) frame %X\n",_compact->getToFlag,_compact->getToFlag,_compact->getToFlag>>6); // we ran out of frames, let actor stand still. // TODO: we should improve this and simply restart animation. _compact->frame = _compact->getToFlag; @@ -2232,7 +2230,6 @@ void SkyLogic::stdSpeak(Compact *target, uint32 textNum, uint32 animNum, uint32 animNum += target->extCompact->megaSet / NEXT_MEGA_SET; animNum &= 0xFF; - printf("Doing anim %X (%d). %s\n",animNum,animNum,SkyTalkAnims::animTalkTableIsPointer[animNum]?("PTR"):("VAL")); if (SkyTalkAnims::animTalkTableIsPointer[animNum]) //is it a pointer? animPtr = (uint16 *)SkyTalkAnims::animTalkTablePtr[animNum]; else //then it must be a value diff --git a/sky/screen.h b/sky/screen.h index fe66325d2f..7b1cfc3ab2 100644 --- a/sky/screen.h +++ b/sky/screen.h @@ -102,7 +102,7 @@ private: uint32 delay; uint8 *seqData; uint8 *seqDataPos; - bool running; + volatile bool running; bool runningItem; // when playing an item, don't free it afterwards. } _seqInfo; |