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author | Torbjörn Andersson | 2003-11-15 09:38:00 +0000 |
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committer | Torbjörn Andersson | 2003-11-15 09:38:00 +0000 |
commit | aaa5631a9963b02a96d5f82187465433c6b2dd13 (patch) | |
tree | 142986a381197d5d007060e4cd929f2061f887a7 /sword2/save_rest.cpp | |
parent | 2312111a3a5519c2c4d36733c204e85b4f4b5557 (diff) | |
download | scummvm-rg350-aaa5631a9963b02a96d5f82187465433c6b2dd13.tar.gz scummvm-rg350-aaa5631a9963b02a96d5f82187465433c6b2dd13.tar.bz2 scummvm-rg350-aaa5631a9963b02a96d5f82187465433c6b2dd13.zip |
Mostly cleanup. Also prevented what would probably have been an infinite
loop if ScummVM failed to find a file in the demo. (Now it should error out
instead, which is marginally preferable.)
svn-id: r11298
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r-- | sword2/save_rest.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index 0389bba16f..2c19335406 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -145,7 +145,7 @@ void Sword2Engine::fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) { g_header.screenId = _thisScreen.background_layer_id; // resource id of current run-list - g_header.runListId = g_logic->getRunList(); + g_header.runListId = _logic->getRunList(); // those scroll position control things g_header.feet_x = _thisScreen.feet_x; @@ -343,7 +343,7 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) { res_man->killAll(false); // clean out the system kill list (no more objects to kill) - g_logic->resetKillList(); + _logic->resetKillList(); // get player character data from savegame buffer @@ -380,7 +380,7 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) { pars[0] = g_header.screenId; pars[1] = 1; - g_logic->fnInitBackground(pars); + _logic->fnInitBackground(pars); // So palette not restored immediately after control panel - we want to // fade up instead! @@ -393,7 +393,7 @@ uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) { _thisScreen.feet_y = g_header.feet_y; // start the new run list - g_logic->expressChangeSession(g_header.runListId); + _logic->expressChangeSession(g_header.runListId); // Force in the new scroll position, so unsightly scroll-catch-up does // not occur when screen first draws after returning from restore panel @@ -481,7 +481,7 @@ void Sword2Engine::getPlayerStructures(void) { 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); + _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); res_man->closeResource(CUR_PLAYER_ID); } @@ -504,12 +504,12 @@ void Sword2Engine::putPlayerStructures(void) { // script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData null_pc = 8; - g_logic->runScript(raw_script_ad, raw_script_ad, &null_pc); + _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); // script no. 14 - 'set_up_nico_anim_tables' null_pc = 14; - g_logic->runScript(raw_script_ad, raw_script_ad, &null_pc); + _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); // which megaset was the player at the time of saving? @@ -531,7 +531,7 @@ void Sword2Engine::putPlayerStructures(void) { break; } - g_logic->runScript(raw_script_ad, raw_script_ad, &null_pc); + _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); res_man->closeResource(CUR_PLAYER_ID); } |