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path: root/engines/mads/nebular/nebular_scenes2.cpp
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Diffstat (limited to 'engines/mads/nebular/nebular_scenes2.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes2.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/mads/nebular/nebular_scenes2.cpp b/engines/mads/nebular/nebular_scenes2.cpp
index 36f291973b..96f6c6d400 100644
--- a/engines/mads/nebular/nebular_scenes2.cpp
+++ b/engines/mads/nebular/nebular_scenes2.cpp
@@ -455,7 +455,7 @@ void Scene202::enter() {
void Scene202::setRandomKernelMessage() {
int vocabId = _vm->getRandomNumber(92, 96);
_scene->_kernelMessages.reset();
- _game._triggerSetupMode = KERNEL_TRIGGER_DAEMON;
+ _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 70, 120, _game.getQuote(vocabId));
_activeMsgFl = true;
}
@@ -491,7 +491,7 @@ void Scene202::step() {
_action._activeAction._verbId = VERB_LOOK;
_action._activeAction._objectNameId = 39;
_action._activeAction._indirectObjectId = 438;
- _game._triggerSetupMode = KERNEL_TRIGGER_PARSER;
+ _game._triggerSetupMode = SEQUENCE_TRIGGER_PARSER;
_scene->_sequences.addTimer(120, 2);
_globals._abortVal = -1;
} else if (_globals[kMeteorologistWatch] == 2) {
@@ -3087,7 +3087,7 @@ void Scene209::actions() {
if ((_action.isAction(NOUN_SHOOT) || _action.isAction(NOUN_HOSE_DOWN)) && _action.isAction(NOUN_MONKEY)
&& _action.isAction(NOUN_BLOWGUN) && _game._objects.isInInventory(OBJ_BLOWGUN) && _game._objects.isInInventory(OBJ_POISON_DARTS)) {
if (_action.isAction(NOUN_SHOOT, NOUN_BLOWGUN, NOUN_MONKEY) && !_startShootingInTimerFl) {
- _game._triggerSetupMode = KERNEL_TRIGGER_DAEMON;
+ _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_scene->_sequences.addTimer(1, 231);
_startShootingInTimerFl = true;
_game._player._stepEnabled = false;
@@ -3097,7 +3097,7 @@ void Scene209::actions() {
}
if (_action.isAction(NOUN_HOSE_DOWN, NOUN_BLOWGUN, NOUN_MONKEY) && !_startShootingInTimerFl) {
- _game._triggerSetupMode = KERNEL_TRIGGER_DAEMON;
+ _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_scene->_sequences.addTimer(1, 228);
_game._player._stepEnabled = false;
_fallFl = true;