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author | Torbjörn Andersson | 2003-12-29 15:30:10 +0000 |
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committer | Torbjörn Andersson | 2003-12-29 15:30:10 +0000 |
commit | ea39ef6d7dbc70198e7312770abe5ffd2000c530 (patch) | |
tree | ad0a826aa5bdcfa082441e69fce79c1021869aae /sword2 | |
parent | e559a32323b6a3503aa5b2b301303773267e8c7d (diff) | |
download | scummvm-rg350-ea39ef6d7dbc70198e7312770abe5ffd2000c530.tar.gz scummvm-rg350-ea39ef6d7dbc70198e7312770abe5ffd2000c530.tar.bz2 scummvm-rg350-ea39ef6d7dbc70198e7312770abe5ffd2000c530.zip |
The game sets its own DEMO variable, so we might as well check that one as
checking the GF_DEMO flag. (There's still one "unnecessary" reference to
GF_DEMO in functions.cpp, but I plan on rewriting that function soon so I
don't want to touch it right now.)
svn-id: r12009
Diffstat (limited to 'sword2')
-rw-r--r-- | sword2/anims.cpp | 2 | ||||
-rw-r--r-- | sword2/maketext.cpp | 2 | ||||
-rw-r--r-- | sword2/resman.cpp | 2 | ||||
-rw-r--r-- | sword2/sound.cpp | 2 | ||||
-rw-r--r-- | sword2/sword2.cpp | 10 |
5 files changed, 9 insertions, 9 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp index fe57177af8..012fd87387 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -714,7 +714,7 @@ int32 Logic::fnPlaySequence(int32 *params) { MoviePlayer player(_vm); - if (_sequenceTextLines && !(_vm->_features & GF_DEMO)) + if (_sequenceTextLines && !DEMO) rv = player.play(filename, sequenceSpeechArray, leadOut); else rv = player.play(filename, NULL, leadOut); diff --git a/sword2/maketext.cpp b/sword2/maketext.cpp index 5eaaabe1ef..1b3e84b0cd 100644 --- a/sword2/maketext.cpp +++ b/sword2/maketext.cpp @@ -576,7 +576,7 @@ void Sword2Engine::initialiseFontResourceFlags(void) { // Get the text line - skip the 2 chars containing the wavId - if (_features & GF_DEMO) + if (DEMO) textLine = fetchTextLine(textFile, 451) + 2; else textLine = fetchTextLine(textFile, 54) + 2; diff --git a/sword2/resman.cpp b/sword2/resman.cpp index 1826f88285..9724bac46b 100644 --- a/sword2/resman.cpp +++ b/sword2/resman.cpp @@ -431,7 +431,7 @@ uint8 *ResourceManager::openResource(uint32 res, bool dump) { // playing a demo, then we're in trouble if the file // can't be found! - if ((_vm->_features & GF_DEMO) || (_cdTab[parent_res_file] & LOCAL_PERM)) + if (DEMO || (_cdTab[parent_res_file] & LOCAL_PERM)) error("Could not find '%s'", _resourceFiles[parent_res_file]); getCd(_cdTab[parent_res_file] & 3); diff --git a/sword2/sound.cpp b/sword2/sound.cpp index d621b236ed..22061969d6 100644 --- a/sword2/sound.cpp +++ b/sword2/sound.cpp @@ -361,7 +361,7 @@ int32 Logic::fnPlayMusic(int32 *params) { // add the appropriate file extension & play it - if (_vm->_features & GF_DEMO) { + if (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... diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 239ca551dd..b9e1443911 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -247,10 +247,10 @@ int32 Sword2Engine::initialiseGame(void) { initFxQueue(); // all demos (not just web) - if (_features & GF_DEMO) { - // set script variable + if (_features & GF_DEMO) DEMO = 1; - } + else + DEMO = 0; return 0; } @@ -366,7 +366,7 @@ void Sword2Engine::go() { pauseGame(); break; case 'c': - if (!(_features & GF_DEMO)) + if (!DEMO) _logic->fnPlayCredits(NULL); break; #ifdef _SWORD2_DEBUG @@ -420,7 +420,7 @@ void Sword2Engine::startGame(void) { debug(5, "startGame() STARTING:"); // all demos not just web - if (_features & GF_DEMO) + if (DEMO) screen_manager_id = 19; // DOCKS SECTION START else screen_manager_id = 949; // INTRO & PARIS START |