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authorTorbjörn Andersson2005-02-20 15:38:48 +0000
committerTorbjörn Andersson2005-02-20 15:38:48 +0000
commit807b33ec29797006dd13e4627102166344cc8901 (patch)
tree63cd1f4b64c644661c95069f3f0ac3442ef4513c /sword2/function.cpp
parentb1039bb59e76912528dcf1ad439e70f3f1485a50 (diff)
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More BS2 restructuring.
The various game settings are no longer stored in the Gui class. They are stored in the class that use them. Code that doesn't belong in the Gui class, e.g. the "restart" code, has been moved out of it. Afterwards, the Gui class had been reduced to nothing more than a handful of trivial methods for invoking the in-game dialogs. So the entire Gui class has been removed. svn-id: r16827
Diffstat (limited to 'sword2/function.cpp')
-rw-r--r--sword2/function.cpp5
1 files changed, 2 insertions, 3 deletions
diff --git a/sword2/function.cpp b/sword2/function.cpp
index 51931417b2..b20335b57a 100644
--- a/sword2/function.cpp
+++ b/sword2/function.cpp
@@ -26,7 +26,6 @@
#include "sword2/defs.h"
#include "sword2/build_display.h"
#include "sword2/console.h"
-#include "sword2/controls.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
@@ -1246,7 +1245,7 @@ int32 Logic::fnISpeak(int32 *params) {
// we don't want to use a wav for this line either, then just
// quit back to script right now!
- if (!_vm->_gui->_subtitles && !wantSpeechForLine(params[S_WAV]))
+ if (!_vm->getSubtitles() && !wantSpeechForLine(params[S_WAV]))
return IR_CONT;
// Drop out for 1st cycle to allow walks/anims to end and
@@ -1411,7 +1410,7 @@ int32 Logic::fnISpeak(int32 *params) {
}
}
- if (_vm->_gui->_subtitles || !speechRunning) {
+ if (_vm->getSubtitles() || !speechRunning) {
// We want subtitles, or the speech failed to load.
// Either way, we're going to show the text so create
// the text sprite.