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author | Torbjörn Andersson | 2004-05-05 07:06:18 +0000 |
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committer | Torbjörn Andersson | 2004-05-05 07:06:18 +0000 |
commit | 5882ea5819563aa1c381a96e736bc3be85bb2b17 (patch) | |
tree | b7d8e7b5e52d82568580dd4467c9813eafe536a0 /sword2/debug.cpp | |
parent | 42ba9c983f01cad3378c734e602f5e33c6c01382 (diff) | |
download | scummvm-rg350-5882ea5819563aa1c381a96e736bc3be85bb2b17.tar.gz scummvm-rg350-5882ea5819563aa1c381a96e736bc3be85bb2b17.tar.bz2 scummvm-rg350-5882ea5819563aa1c381a96e736bc3be85bb2b17.zip |
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.cpp | 6 |
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); } |