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authorTorbjörn Andersson2004-09-08 07:10:54 +0000
committerTorbjörn Andersson2004-09-08 07:10:54 +0000
commit412f7105f06343c6a592a58df4b575fd64b74024 (patch)
tree70a5b6f55392470120ea4329c84f8f4ffa355251 /sword2/sword2.h
parentd662863db152e85c85f82220e37eed20d89d7fdd (diff)
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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/sword2.h')
-rw-r--r--sword2/sword2.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/sword2/sword2.h b/sword2/sword2.h
index 0c7027847b..69cbc42b45 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -173,6 +173,7 @@ public:
Sword2Engine(GameDetector *detector, OSystem *syst);
~Sword2Engine();
void go(void);
+ void setupPersistentResources(void);
int32 initialiseGame(void);
bool _quit;