aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--engines/sherlock/inventory.h2
-rw-r--r--engines/sherlock/people.cpp29
2 files changed, 19 insertions, 12 deletions
diff --git a/engines/sherlock/inventory.h b/engines/sherlock/inventory.h
index 0dafdddde9..68b88bd978 100644
--- a/engines/sherlock/inventory.h
+++ b/engines/sherlock/inventory.h
@@ -50,7 +50,7 @@ enum InvMode {
struct InventoryItem {
int _requiredFlag;
Common::String _name;
- Common::String _description;;
+ Common::String _description;
Common::String _examine;
int _lookFlag;
diff --git a/engines/sherlock/people.cpp b/engines/sherlock/people.cpp
index ee5f3bcb80..0a3ef693a8 100644
--- a/engines/sherlock/people.cpp
+++ b/engines/sherlock/people.cpp
@@ -397,14 +397,13 @@ void People::setWalking() {
// If we're on the overhead map, set the sequence so we keep moving
// in the same direction
- if (map._active) {
+ if (map._active)
_player._sequenceNumber = (oldDirection == -1) ? MAP_RIGHT : oldDirection;
- }
// Set the delta x
_player._delta.x = (delta.x * 100) / (delta.y / speed.y);
if (_walkDest.x < (_player._position.x / 100))
- _player._delta.x = -_player._delta.x;;
+ _player._delta.x = -_player._delta.x;
_player._walkCount = delta.y / speed.y;
}
@@ -439,23 +438,31 @@ void People::gotoStand(Sprite &sprite) {
switch (sprite._sequenceNumber) {
case WALK_UP:
- sprite._sequenceNumber = STOP_UP; break;
+ sprite._sequenceNumber = STOP_UP;
+ break;
case WALK_DOWN:
- sprite._sequenceNumber = STOP_DOWN; break;
+ sprite._sequenceNumber = STOP_DOWN;
+ break;
case TALK_LEFT:
case WALK_LEFT:
- sprite._sequenceNumber = STOP_LEFT; break;
+ sprite._sequenceNumber = STOP_LEFT;
+ break;
case TALK_RIGHT:
case WALK_RIGHT:
- sprite._sequenceNumber = STOP_RIGHT; break;
+ sprite._sequenceNumber = STOP_RIGHT;
+ break;
case WALK_UPRIGHT:
- sprite._sequenceNumber = STOP_UPRIGHT; break;
+ sprite._sequenceNumber = STOP_UPRIGHT;
+ break;
case WALK_UPLEFT:
- sprite._sequenceNumber = STOP_UPLEFT; break;
+ sprite._sequenceNumber = STOP_UPLEFT;
+ break;
case WALK_DOWNRIGHT:
- sprite._sequenceNumber = STOP_DOWNRIGHT; break;
+ sprite._sequenceNumber = STOP_DOWNRIGHT;
+ break;
case WALK_DOWNLEFT:
- sprite._sequenceNumber = STOP_DOWNLEFT; break;
+ sprite._sequenceNumber = STOP_DOWNLEFT;
+ break;
default:
break;
}