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authorTorbjörn Andersson2004-05-05 07:06:18 +0000
committerTorbjörn Andersson2004-05-05 07:06:18 +0000
commit5882ea5819563aa1c381a96e736bc3be85bb2b17 (patch)
treeb7d8e7b5e52d82568580dd4467c9813eafe536a0 /sword2/console.cpp
parent42ba9c983f01cad3378c734e602f5e33c6c01382 (diff)
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Cleanup.
Part of this cleanup involved removing _unpauseZone. It was only used by fnISpeak(), and as far as I could tell it was just because the original code didn't trust amISpeaking() and getSpeechStatus() to return sensible values directly after unpausing the game. svn-id: r13781
Diffstat (limited to 'sword2/console.cpp')
-rw-r--r--sword2/console.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/sword2/console.cpp b/sword2/console.cpp
index 1bd521761b..4d9acfe3fc 100644
--- a/sword2/console.cpp
+++ b/sword2/console.cpp
@@ -57,6 +57,11 @@ Debugger::Debugger(Sword2Engine *vm)
// object resources (except player) in
// fnAddHuman()
+ _speechScriptWaiting = 0; // The id of whoever we're waiting for
+ // in a speech script. See fnTheyDo(),
+ // fnTheyDoWeWait(), fnWeWait(), and
+ // fnTimedWait().
+
_startTime = 0; // "TIMEON" & "TIMEOFF" - system start
// time