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authorTorbjörn Andersson2003-10-26 15:42:49 +0000
committerTorbjörn Andersson2003-10-26 15:42:49 +0000
commit7c4cc25cec714073d947e6451b4bf76cd53624ef (patch)
tree79a4c235fb9b62e0f49e069d87645f99022b2859 /sword2/save_rest.cpp
parent2a139049d621479da4898fcb22c742c52d17eac3 (diff)
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Enable the debug console. Actually, what I've done is to adapt the debug
console from the SCUMM engine. I decided that would be easier than to clean up the original console code. Unfortunately there's a bunch of code that I just copied - a pretty lousy form of code-reusal. It'd be nice if the console could be made part of the Engine class, or something like that. Most of the debug commands seem to be working. Some aren't relevant for ScummVM, and some are a bit obscure so I'm not quite sure what they're supposed to be doing. svn-id: r10978
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r--sword2/save_rest.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index d5e8dca505..afedf80804 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -379,7 +379,7 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// trash all resources from memory except player object & global
// variables
- res_man.killAll(0);
+ res_man.killAll(false);
// clean out the system kill list (no more objects to kill)
g_logic.resetKillList();
@@ -517,7 +517,7 @@ void GetPlayerStructures(void) {
head = (_standardHeader*) res_man.open(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
- Con_fatal_error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
+ error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;
g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc);
@@ -536,7 +536,7 @@ void PutPlayerStructures(void) {
head = (_standardHeader*) res_man.open(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
- Con_fatal_error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
+ error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;