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-rw-r--r--engines/neverhood/entity.h19
1 files changed, 11 insertions, 8 deletions
diff --git a/engines/neverhood/entity.h b/engines/neverhood/entity.h
index e49aa94e08..582e93f77f 100644
--- a/engines/neverhood/entity.h
+++ b/engines/neverhood/entity.h
@@ -96,20 +96,23 @@ public:
(this->*_updateHandlerCb)();
}
bool hasMessageHandler() const { return _messageHandlerCb != NULL; }
- uint32 sendMessage(int messageNum, const MessageParam &param, Entity *sender) {
- debug(2, "sendMessage(%04X) -> [%s]", messageNum, _messageHandlerCbName.c_str());
+ uint32 receiveMessage(int messageNum, const MessageParam &param, Entity *sender) {
+ debug(2, "receiveMessage(%04X) -> [%s]", messageNum, _messageHandlerCbName.c_str());
return _messageHandlerCb ? (this->*_messageHandlerCb)(messageNum, param, sender) : 0;
}
// NOTE: These were overloaded before for the various message parameter types
// it caused some problems so each type gets its own sendMessage variant now
- uint32 sendMessage(int messageNum, uint32 param, Entity *sender) {
- return sendMessage(messageNum, MessageParam(param), sender);
+ uint32 sendMessage(Entity *receiver, int messageNum, const MessageParam &param) {
+ return receiver->receiveMessage(messageNum, param, this);
}
- uint32 sendPointMessage(int messageNum, const NPoint &param, Entity *sender) {
- return sendMessage(messageNum, MessageParam(param), sender);
+ uint32 sendMessage(Entity *receiver, int messageNum, uint32 param) {
+ return receiver->receiveMessage(messageNum, MessageParam(param), this);
}
- uint32 sendEntityMessage(int messageNum, Entity *param, Entity *sender) {
- return sendMessage(messageNum, MessageParam((Entity*)param), sender);
+ uint32 sendPointMessage(Entity *receiver, int messageNum, const NPoint &param) {
+ return receiver->receiveMessage(messageNum, MessageParam(param), this);
+ }
+ uint32 sendEntityMessage(Entity *receiver, int messageNum, Entity *param) {
+ return receiver->receiveMessage(messageNum, MessageParam((Entity*)param), this);
}
int getPriority() const { return _priority; }
// Shortcuts for game variable access