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authorTorbjörn Andersson2004-05-05 07:06:18 +0000
committerTorbjörn Andersson2004-05-05 07:06:18 +0000
commit5882ea5819563aa1c381a96e736bc3be85bb2b17 (patch)
treeb7d8e7b5e52d82568580dd4467c9813eafe536a0 /sword2/debug.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/debug.cpp')
-rw-r--r--sword2/debug.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/sword2/debug.cpp b/sword2/debug.cpp
index da61b81b43..b16555e5e8 100644
--- a/sword2/debug.cpp
+++ b/sword2/debug.cpp
@@ -265,10 +265,10 @@ void Debugger::buildDebugText(void) {
// "waiting for person" indicator - set form fnTheyDo and
// fnTheyDoWeWait
- if (_vm->_logic->_speechScriptWaiting) {
+ if (_speechScriptWaiting) {
sprintf(buf, "script waiting for %s (%d)",
- _vm->fetchObjectName(_vm->_logic->_speechScriptWaiting, name),
- _vm->_logic->_speechScriptWaiting);
+ _vm->fetchObjectName(_speechScriptWaiting, name),
+ _speechScriptWaiting);
makeDebugTextBlock(buf, 0, 90);
}