diff options
-rw-r--r-- | engines/avalanche/animation.h | 4 | ||||
-rw-r--r-- | engines/avalanche/avalanche.cpp | 6 | ||||
-rw-r--r-- | engines/avalanche/timeout2.cpp | 4 |
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); |