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-rw-r--r--engines/avalanche/animation.h4
-rw-r--r--engines/avalanche/avalanche.cpp6
-rw-r--r--engines/avalanche/timeout2.cpp4
3 files changed, 7 insertions, 7 deletions
diff --git a/engines/avalanche/animation.h b/engines/avalanche/animation.h
index 91837f1ab9..f94fc2294c 100644
--- a/engines/avalanche/animation.h
+++ b/engines/avalanche/animation.h
@@ -82,8 +82,8 @@ public:
int16 _oldX[2], _oldY[2]; // last xy coords
int8 ix, iy; // amount to move sprite by, each step
byte whichsprite;
- bool quick, _visible, homing, check_me;
- int16 hx, hy; // homing x & y coords
+ bool quick, _visible, _homing, check_me;
+ int16 _homingX, _homingY; // homing x & y coords
byte count; // counts before changing step
byte xs, ys; // x & y speed
byte totalnum; // total number of sprites
diff --git a/engines/avalanche/avalanche.cpp b/engines/avalanche/avalanche.cpp
index 9b04f640a3..f0f2bc1ea9 100644
--- a/engines/avalanche/avalanche.cpp
+++ b/engines/avalanche/avalanche.cpp
@@ -311,14 +311,14 @@ void AvalancheEngine::synchronize(Common::Serializer &sz) {
sz.syncAsByte(_animation->tr[i].face);
sz.syncAsByte(_animation->tr[i].step);
sz.syncAsByte(_animation->tr[i]._visible);
- sz.syncAsByte(_animation->tr[i].homing);
+ sz.syncAsByte(_animation->tr[i]._homing);
sz.syncAsByte(_animation->tr[i].count);
sz.syncAsByte(_animation->tr[i]._info._xWidth);
sz.syncAsByte(_animation->tr[i].xs);
sz.syncAsByte(_animation->tr[i].ys);
sz.syncAsByte(_animation->tr[i].totalnum);
- sz.syncAsSint16LE(_animation->tr[i].hx);
- sz.syncAsSint16LE(_animation->tr[i].hy);
+ sz.syncAsSint16LE(_animation->tr[i]._homingX);
+ sz.syncAsSint16LE(_animation->tr[i]._homingY);
sz.syncAsByte(_animation->tr[i].call_eachstep);
sz.syncAsByte(_animation->tr[i].eachstep);
sz.syncAsByte(_animation->tr[i].vanishifstill);
diff --git a/engines/avalanche/timeout2.cpp b/engines/avalanche/timeout2.cpp
index 69f6cce2ac..69f85b35a8 100644
--- a/engines/avalanche/timeout2.cpp
+++ b/engines/avalanche/timeout2.cpp
@@ -594,7 +594,7 @@ void Timeout::avalot_returns() {
void Timeout::avvy_sit_down() {
// This is used when you sit down in the pub in Notts. It loops around so that it will happen when Avvy stops walking.
- if (_vm->_animation->tr[0].homing) // Still walking.
+ if (_vm->_animation->tr[0]._homing) // Still walking.
set_up_timer(1, procavvy_sit_down, reason_sitting_down);
else {
_vm->_celer->drawBackgroundSprite(-1, -1, 3);
@@ -651,7 +651,7 @@ void Timeout::avalot_falls() {
}
void Timeout::spludwick_goes_to_cauldron() {
- if (_vm->_animation->tr[1].homing)
+ if (_vm->_animation->tr[1]._homing)
set_up_timer(1, procspludwick_goes_to_cauldron, reason_spludwalk);
else
set_up_timer(17, procspludwick_leaves_cauldron, reason_spludwalk);