aboutsummaryrefslogtreecommitdiff
path: root/sword2/logic.h
diff options
context:
space:
mode:
authorTorbjörn Andersson2004-09-08 07:10:54 +0000
committerTorbjörn Andersson2004-09-08 07:10:54 +0000
commit412f7105f06343c6a592a58df4b575fd64b74024 (patch)
tree70a5b6f55392470120ea4329c84f8f4ffa355251 /sword2/logic.h
parentd662863db152e85c85f82220e37eed20d89d7fdd (diff)
downloadscummvm-rg350-412f7105f06343c6a592a58df4b575fd64b74024.tar.gz
scummvm-rg350-412f7105f06343c6a592a58df4b575fd64b74024.tar.bz2
scummvm-rg350-412f7105f06343c6a592a58df4b575fd64b74024.zip
Fixed evil regression #2. Restarting the game, or using the "start" debug
command, would close the global script variables and player object resources, without reopening them again. This made them fair game for the resource expiration mechanism. The player object is probably referenced often enough to stay alive, but the variables died on me pretty quickly, causing ScummVM to crash. I've also added a "reslist" debug command to make this sort of things easier to spot. By default it only lists resources with refCount > 0. Use "reslist 0" to see all the cached resources as well. svn-id: r14958
Diffstat (limited to 'sword2/logic.h')
-rw-r--r--sword2/logic.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/sword2/logic.h b/sword2/logic.h
index 90992c7a6a..aac49a7404 100644
--- a/sword2/logic.h
+++ b/sword2/logic.h
@@ -197,8 +197,6 @@ public:
// could alternately use logic->looping of course
bool _choosing;
- void resetScriptVars(void);
-
void conPrintStartMenu(void);
void conStart(int start);