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-rw-r--r--engines/mads/nebular/nebular_scenes2.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/engines/mads/nebular/nebular_scenes2.cpp b/engines/mads/nebular/nebular_scenes2.cpp
index 26c062cb8a..0eada01ebb 100644
--- a/engines/mads/nebular/nebular_scenes2.cpp
+++ b/engines/mads/nebular/nebular_scenes2.cpp
@@ -2773,7 +2773,7 @@ void Scene209::enter() {
if (_scene->_roomChanged) {
_game._objects.addToInventory(OBJ_POISON_DARTS);
_game._objects.addToInventory(OBJ_BLOWGUN);
- _globals[36] = 1;
+ _globals[kMonkeyStatus] = 1;
}
_pitchFl = false;
@@ -2801,7 +2801,7 @@ void Scene209::enter() {
}
void Scene209::step() {
- if (!_playingAnimFl && !_pitchFl && !_fallFl && !_dodgeFl && (_pauseMode == 0) && (_globals[36] == 1)) {
+ if (!_playingAnimFl && !_pitchFl && !_fallFl && !_dodgeFl && (_pauseMode == 0) && (_globals[kMonkeyStatus] == 1)) {
int randAction = _vm->getRandomNumber(1,50);
switch (randAction) {
case 1:
@@ -3138,7 +3138,7 @@ void Scene209::step() {
_startShootingInTimerFl = false;
if (_fallFl) {
- _globals[36] = MONKEY_IS_GONE;
+ _globals[kMonkeyStatus] = MONKEY_IS_GONE;
_game._objects.setRoom(OBJ_POISON_DARTS, NOWHERE);
}
_dodgeFl = false;
@@ -3168,7 +3168,7 @@ void Scene209::preActions() {
if (_action.isAction(VERB_WALK_TOWARDS, 0x84))
_game._player._walkOffScreenSceneId = 208;
- if (_globals[36] == 1) {
+ if (_globals[kMonkeyStatus] == 1) {
if ((_action.isAction(NOUN_SHOOT) || _action.isAction(NOUN_HOSE_DOWN)) && _action.isAction(NOUN_MONKEY)
&& _action.isAction(NOUN_BLOWGUN) && _game._objects.isInInventory(OBJ_BLOWGUN) && _game._objects.isInInventory(OBJ_POISON_DARTS)) {
_game._player._prepareWalkPos = Common::Point(111, 129);
@@ -3305,7 +3305,7 @@ void Scene209::actions() {
return;
}
- if (_globals[36] == 1) {
+ if (_globals[kMonkeyStatus] == 1) {
if ((_action.isAction(NOUN_SHOOT) || _action.isAction(NOUN_HOSE_DOWN)) && _action.isAction(NOUN_MONKEY)
&& _action.isAction(NOUN_BLOWGUN) && _game._objects.isInInventory(OBJ_BLOWGUN) && _game._objects.isInInventory(OBJ_POISON_DARTS)) {
if (_action.isAction(NOUN_SHOOT, NOUN_BLOWGUN, NOUN_MONKEY) && !_startShootingInTimerFl) {
@@ -3472,13 +3472,13 @@ void Scene209::actions() {
}
if (_action.isAction(VERB_LOOK, 0x100)) {
- if (_globals[36] == 1) {
+ if (_globals[kMonkeyStatus] == 1) {
if (_monkeyPosition == 1)
_vm->_dialogs->show(0x51B5);
else
_vm->_dialogs->show(0x51B6);
} else {
- if (_globals[36] == 0)
+ if (_globals[kMonkeyStatus] == 0)
_vm->_dialogs->show(0x51B5);
else
_vm->_dialogs->show(0x51B7);