diff options
Diffstat (limited to 'engines/m4/m4.cpp')
-rw-r--r-- | engines/m4/m4.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/engines/m4/m4.cpp b/engines/m4/m4.cpp index 6cc81bf274..60e74fd127 100644 --- a/engines/m4/m4.cpp +++ b/engines/m4/m4.cpp @@ -75,7 +75,7 @@ void escapeHotkeyHandler(M4Engine *vm, View *view, uint32 key) { void textviewHotkeyHandler(M4Engine *vm, View *view, uint32 key) { // Deactivate the scene if it's currently active View *sceneView = vm->_viewManager->getView(VIEWID_SCENE); - if (sceneView != NULL) + if (sceneView != NULL) vm->_viewManager->deleteView(sceneView); // Activate the textview view @@ -206,7 +206,7 @@ void M4Engine::eventHandler() { _viewManager->handleMouseEvents(event); } - if (_events->kbdCheck(keycode)) + if (_events->kbdCheck(keycode)) _viewManager->handleKeyboardEvents(keycode); } @@ -217,9 +217,9 @@ bool M4Engine::delay(int duration, bool keyAborts, bool clickAborts) { while (!_events->quitFlag && (g_system->getMillis() < endTime)) { event = _events->handleEvents(); - if (clickAborts && (event == MEVENT_LEFT_RELEASE) || (event == MEVENT_RIGHT_RELEASE)) + if (clickAborts && (event == MEVENT_LEFT_RELEASE) || (event == MEVENT_RIGHT_RELEASE)) return true; - + if (_events->kbdCheck(keycode)) { if (keyAborts) return true; @@ -403,7 +403,7 @@ Common::Error M4Engine::goM4() { _viewManager->addView(_scene); // Setup game wide hotkeys. Note that Orion Burger used F2/F3 for Save/Restore, - // but for standardisation with most other games, F5/F7 are also mapped + // but for standardisation with most other games, F5/F7 are also mapped _viewManager->systemHotkeys().add(Common::KEYCODE_ESCAPE, &escapeHotkeyHandler); _viewManager->systemHotkeys().add(Common::KEYCODE_F2, &saveGameHotkeyHandler); @@ -454,7 +454,7 @@ Common::Error M4Engine::goM4() { _kernel->loadRoomScriptFunctions(); _kernel->roomInit(); - + #ifdef INTRO_TEST if (_kernel->currentRoom == 951) { curPart = 0; @@ -505,13 +505,13 @@ Common::Error M4Engine::goM4() { _ws->update(); _viewManager->refreshAll(); nextFrame = g_system->getMillis();// + GAME_FRAME_DELAY; - + // TEST STUFF ONLY if (_player->commandReady) { _kernel->roomParser(); _player->commandReady = false; } - + } g_system->delayMillis(10); |