diff options
author | Torbjörn Andersson | 2005-02-20 15:38:48 +0000 |
---|---|---|
committer | Torbjörn Andersson | 2005-02-20 15:38:48 +0000 |
commit | 807b33ec29797006dd13e4627102166344cc8901 (patch) | |
tree | 63cd1f4b64c644661c95069f3f0ac3442ef4513c /sword2/function.cpp | |
parent | b1039bb59e76912528dcf1ad439e70f3f1485a50 (diff) | |
download | scummvm-rg350-807b33ec29797006dd13e4627102166344cc8901.tar.gz scummvm-rg350-807b33ec29797006dd13e4627102166344cc8901.tar.bz2 scummvm-rg350-807b33ec29797006dd13e4627102166344cc8901.zip |
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.cpp | 5 |
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. |