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author | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
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committer | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
commit | 688c80b0620ae5765355a4048864bb3de84ebf74 (patch) | |
tree | 497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/save_rest.cpp | |
parent | b04ddef7506bfa08527da9e79040c583fb765b2e (diff) | |
download | scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.gz scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.bz2 scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.zip |
Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r-- | sword2/save_rest.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index 169d5af1a9..9760658bc8 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -560,9 +560,9 @@ int32 Logic::fnPassPlayerSaveData(int32 *params) { // copy from player object to savegame header - memcpy(&g_sword2->g_header.logic, (uint8 *) params[0], sizeof(Object_logic)); - memcpy(&g_sword2->g_header.graphic, (uint8 *) params[1], sizeof(Object_graphic)); - memcpy(&g_sword2->g_header.mega, (uint8 *) params[2], sizeof(Object_mega)); + memcpy(&_vm->g_header.logic, (uint8 *) params[0], sizeof(Object_logic)); + memcpy(&_vm->g_header.graphic, (uint8 *) params[1], sizeof(Object_graphic)); + memcpy(&_vm->g_header.mega, (uint8 *) params[2], sizeof(Object_mega)); // makes no odds return IR_CONT; @@ -584,9 +584,9 @@ int32 Logic::fnGetPlayerSaveData(int32 *params) { // copy from savegame header to player object - memcpy((uint8 *) ob_logic, &g_sword2->g_header.logic, sizeof(Object_logic)); - memcpy((uint8 *) ob_graphic, &g_sword2->g_header.graphic, sizeof(Object_graphic)); - memcpy((uint8 *) ob_mega, &g_sword2->g_header.mega, sizeof(Object_mega)); + memcpy((uint8 *) ob_logic, &_vm->g_header.logic, sizeof(Object_logic)); + memcpy((uint8 *) ob_graphic, &_vm->g_header.graphic, sizeof(Object_graphic)); + memcpy((uint8 *) ob_mega, &_vm->g_header.mega, sizeof(Object_mega)); // any walk-data must be cleared - the player will be set to stand if // he was walking when saved |