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-rw-r--r--engines/parallaction/graphics.cpp6
-rw-r--r--engines/parallaction/input.cpp4
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;
}