diff options
-rw-r--r-- | engines/parallaction/graphics.cpp | 6 | ||||
-rw-r--r-- | engines/parallaction/input.cpp | 4 |
2 files changed, 5 insertions, 5 deletions
diff --git a/engines/parallaction/graphics.cpp b/engines/parallaction/graphics.cpp index a7b1f6fe32..bc1759ecd7 100644 --- a/engines/parallaction/graphics.cpp +++ b/engines/parallaction/graphics.cpp @@ -536,12 +536,12 @@ GfxObj *Gfx::renderFloatingLabel(Font *font, char *text) { setupLabelSurface(*cnv, w, h); - font->setColor((_vm->getGameType() == GType_BRA) ? 0 : 7); + font->setColor((_gameType == GType_BRA) ? 0 : 7); font->drawString((byte*)cnv->pixels + 1, cnv->w, text); font->drawString((byte*)cnv->pixels + 1 + cnv->w * 2, cnv->w, text); font->drawString((byte*)cnv->pixels + cnv->w, cnv->w, text); font->drawString((byte*)cnv->pixels + 2 + cnv->w, cnv->w, text); - font->setColor((_vm->getGameType() == GType_BRA) ? 11 : 1); + font->setColor((_gameType == GType_BRA) ? 11 : 1); font->drawString((byte*)cnv->pixels + 1 + cnv->w, cnv->w, text); } else { w = font->getStringWidth(text); @@ -833,7 +833,7 @@ void Gfx::setBackground(uint type, BackgroundInfo *info) { // The PC version of BRA needs the entries 20-31 of the palette to be constant, but // the background resource files are screwed up. The right colors come from an unused // bitmap (pointer.bmp). Nothing is known about the Amiga version so far. - if ((_vm->getGameType() == GType_BRA) && (_vm->getPlatform() == Common::kPlatformPC)) { + if ((_gameType == GType_BRA) && (_vm->getPlatform() == Common::kPlatformPC)) { int r, g, b; for (uint i = 16; i < 32; i++) { _backupPal.getEntry(i, r, g, b); diff --git a/engines/parallaction/input.cpp b/engines/parallaction/input.cpp index f4b2254a96..17254cf424 100644 --- a/engines/parallaction/input.cpp +++ b/engines/parallaction/input.cpp @@ -204,13 +204,13 @@ int Input::updateGameInput() { return event; } - if (_vm->getGameType() == GType_Nippon) { + if (_gameType == GType_Nippon) { if (_hasKeyPressEvent && (_vm->getFeatures() & GF_DEMO) == 0) { if (_keyPressed.keycode == Common::KEYCODE_l) event = kEvLoadGame; if (_keyPressed.keycode == Common::KEYCODE_s) event = kEvSaveGame; } } else - if (_vm->getGameType() == GType_BRA) { + if (_gameType == GType_BRA) { if (_hasKeyPressEvent && (_vm->getFeatures() & GF_DEMO) == 0) { if (_keyPressed.keycode == Common::KEYCODE_F5) event = kEvIngameMenu; } |