diff options
Diffstat (limited to 'engines/gnap/gamesys.cpp')
-rw-r--r-- | engines/gnap/gamesys.cpp | 16 |
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; |