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Diffstat (limited to 'engines/gnap/gamesys.cpp')
-rw-r--r--engines/gnap/gamesys.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/engines/gnap/gamesys.cpp b/engines/gnap/gamesys.cpp
index 6e0260a2ce..0037574611 100644
--- a/engines/gnap/gamesys.cpp
+++ b/engines/gnap/gamesys.cpp
@@ -90,12 +90,12 @@ void GameSys::insertDirtyRect(const Common::Rect &rect) {
_dirtyRects.push_back(rect);
}
-void GameSys::removeSequence(int sequenceId, int a2, int a3) {
+void GameSys::removeSequence(int sequenceId, int id, bool resetFl) {
//WaitForSingleObject(removeSequence2Mutex, INFINITE);
if (_removeSequenceItemsCount < kMaxSequenceItems) {
- _removeSequenceItems[_removeSequenceItemsCount].sequenceId = sequenceId;
- _removeSequenceItems[_removeSequenceItemsCount].id = a2;
- _removeSequenceItems[_removeSequenceItemsCount].a3 = a3;
+ _removeSequenceItems[_removeSequenceItemsCount]._sequenceId = sequenceId;
+ _removeSequenceItems[_removeSequenceItemsCount]._id = id;
+ _removeSequenceItems[_removeSequenceItemsCount]._forceFrameReset = resetFl;
++_removeSequenceItemsCount;
//ResetEvent(removeSequenceItemsEvent);
//ReleaseMutex(removeSequence2Mutex);
@@ -964,16 +964,16 @@ void GameSys::handleReqRemoveSequenceItems() {
if (_removeSequenceItemsCount > 0) {
for (int i = 0; i < _removeSequenceItemsCount; ++i) {
int gfxIndex;
- if (seqFind(_removeSequenceItems[i].sequenceId, _removeSequenceItems[i].id, &gfxIndex))
+ if (seqFind(_removeSequenceItems[i]._sequenceId, _removeSequenceItems[i]._id, &gfxIndex))
_seqItems.remove_at(gfxIndex);
- seqLocateGfx(_removeSequenceItems[i].sequenceId, _removeSequenceItems[i].id, &gfxIndex);
+ seqLocateGfx(_removeSequenceItems[i]._sequenceId, _removeSequenceItems[i]._id, &gfxIndex);
for (GfxItem *gfxItem = &_gfxItems[gfxIndex];
- gfxIndex < _gfxItemsCount && gfxItem->sequenceId == _removeSequenceItems[i].sequenceId && gfxItem->id == _removeSequenceItems[i].id;
+ gfxIndex < _gfxItemsCount && gfxItem->sequenceId == _removeSequenceItems[i]._sequenceId && gfxItem->id == _removeSequenceItems[i]._id;
gfxItem = &_gfxItems[gfxIndex]) {
gfxItem->sequenceId = -1;
gfxItem->animation = 0;
gfxItem->soundValue = 0;
- if (_removeSequenceItems[i].a3) {
+ if (_removeSequenceItems[i]._forceFrameReset) {
gfxItem->currFrame.duration = 0;
gfxItem->currFrame.spriteId = -1;
gfxItem->currFrame.soundId = -1;