diff options
Diffstat (limited to 'engines/bladerunner/scene.cpp')
-rw-r--r-- | engines/bladerunner/scene.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/engines/bladerunner/scene.cpp b/engines/bladerunner/scene.cpp index 2c4b5d0ac7..f9f49f3589 100644 --- a/engines/bladerunner/scene.cpp +++ b/engines/bladerunner/scene.cpp @@ -35,7 +35,7 @@ #include "bladerunner/set.h" #include "bladerunner/settings.h" #include "bladerunner/slice_renderer.h" -#include "bladerunner/script/scene.h" +#include "bladerunner/script/scene_script.h" #include "bladerunner/ui/spinner.h" #include "bladerunner/vqa_player.h" @@ -110,12 +110,12 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) { _vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceBack); - if (!_vm->_sceneScript->Open(sceneName)) { + if (!_vm->_sceneScript->open(sceneName)) { return false; } if (!isLoadingGame) { - _vm->_sceneScript->InitializeScene(); + _vm->_sceneScript->initializeScene(); } Common::String setResourceName = Common::String::format("%s-MIN.SET", sceneName.c_str()); @@ -128,7 +128,7 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) { if (isLoadingGame) { // TODO: Advance VQA frame if (sceneId == kScenePS10 || sceneId == kScenePS11 || sceneId == kScenePS12 || sceneId == kScenePS13) { // police maze? - _vm->_sceneScript->SceneLoaded(); + _vm->_sceneScript->sceneLoaded(); } return true; } @@ -147,7 +147,7 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) { _vm->_playerActor->setAtXYZ(_actorStartPosition, _actorStartFacing); _vm->_playerActor->setSetId(setId); - _vm->_sceneScript->SceneLoaded(); + _vm->_sceneScript->sceneLoaded(); _vm->_sceneObjects->clear(); @@ -174,7 +174,7 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) { // TODO: calculate walking obstacles?? if (_specialLoopMode != kSceneLoopModeLoseControl) { - _vm->_sceneScript->PlayerWalkedIn(); + _vm->_sceneScript->playerWalkedIn(); } return true; @@ -188,7 +188,7 @@ bool Scene::close(bool isLoadingGame) { //_vm->_policeMaze->clear(!isLoadingGame); if (isLoadingGame) { - _vm->_sceneScript->PlayerWalkedOut(); + _vm->_sceneScript->playerWalkedOut(); } // if (SceneScript_isLoaded() && !SceneScript_unload()) { |