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authorTorbjörn Andersson2004-03-17 09:03:15 +0000
committerTorbjörn Andersson2004-03-17 09:03:15 +0000
commit4c3a68027f7f84a58664f77c847d24ab5b9757e4 (patch)
treebf20e888b9ea1cc2045df84aad12ef1cd54ec7de /sword2/sound.cpp
parent03200025dfb030d887ff9b07d180a8f9e2f225bc (diff)
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Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it makes it much easier to tell the difference between variables and constants when looking at the code. Of course, this sort of sweeping changes is jolly good for introducing truly weird regressions, which is why I waited until after 0.6.0. svn-id: r13331
Diffstat (limited to 'sword2/sound.cpp')
-rw-r--r--sword2/sound.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/sword2/sound.cpp b/sword2/sound.cpp
index 90e1356e65..cc8b199cfe 100644
--- a/sword2/sound.cpp
+++ b/sword2/sound.cpp
@@ -258,7 +258,7 @@ int32 Logic::fnPlayFx(int32 *params) {
// in case we want to call fnStopFx() later, to kill this fx
// (mainly for FX_LOOP & FX_RANDOM)
- RESULT = j;
+ _scriptVars[RESULT] = j;
return IR_CONT;
}
@@ -367,7 +367,7 @@ int32 Logic::fnPlayMusic(int32 *params) {
// add the appropriate file extension & play it
- if (DEMO) {
+ if (_scriptVars[DEMO]) {
// The demo I found didn't come with any music file, but you
// could use the music from the first CD of the complete game,
// I suppose...
@@ -407,7 +407,7 @@ int32 Logic::fnCheckMusicPlaying(int32 *params) {
// or 0 if no music playing
// in seconds, rounded up to the nearest second
- RESULT = _vm->_sound->musicTimeRemaining();
+ _scriptVars[RESULT] = _vm->_sound->musicTimeRemaining();
return IR_CONT;
}