diff options
Diffstat (limited to 'engines/fullpipe/scene.cpp')
-rw-r--r-- | engines/fullpipe/scene.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/engines/fullpipe/scene.cpp b/engines/fullpipe/scene.cpp index 0f988b0a39..0ea724fbed 100644 --- a/engines/fullpipe/scene.cpp +++ b/engines/fullpipe/scene.cpp @@ -371,16 +371,16 @@ MessageQueue *Scene::getMessageQueueByName(char *name) { return 0; } -void Scene::preloadMovements(CGameVar *var) { - CGameVar *preload = var->getSubVarByName("PRELOAD"); +void Scene::preloadMovements(GameVar *var) { + GameVar *preload = var->getSubVarByName("PRELOAD"); if (!preload) return; - for (CGameVar *i = preload->_subVars; i; i = i->_nextVarObj) { + for (GameVar *i = preload->_subVars; i; i = i->_nextVarObj) { StaticANIObject *ani = getStaticANIObject1ByName(i->_varName, -1); if (ani) { - CGameVar *subVars = i->_subVars; + GameVar *subVars = i->_subVars; if (subVars) { for (;subVars; subVars = subVars->_nextVarObj) { @@ -397,7 +397,7 @@ void Scene::preloadMovements(CGameVar *var) { } void Scene::initObjectCursors(const char *varname) { - CGameVar *cursorsVar = g_fullpipe->getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("CURSORS"); + GameVar *cursorsVar = g_fullpipe->getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("CURSORS"); if (!cursorsVar || !cursorsVar->_subVars) return; @@ -405,7 +405,7 @@ void Scene::initObjectCursors(const char *varname) { int maxId = 0; int minId = 0xffff; - for (CGameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) { + for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) { GameObject *obj = getPictureObjectByName(sub->_varName, -1); if (obj || (obj = getStaticANIObject1ByName(sub->_varName, -1)) != 0) { @@ -421,7 +421,7 @@ void Scene::initObjectCursors(const char *varname) { g_fullpipe->_objectIdCursors.resize(maxId - minId + 1); - for (CGameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) { + for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) { GameObject *obj = getPictureObjectByName(sub->_varName, -1); if (!obj) |