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Diffstat (limited to 'engines/scumm/costume.cpp')
-rw-r--r--engines/scumm/costume.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/engines/scumm/costume.cpp b/engines/scumm/costume.cpp
index da6c1a2ae4..5f0df3566a 100644
--- a/engines/scumm/costume.cpp
+++ b/engines/scumm/costume.cpp
@@ -1190,7 +1190,7 @@ byte V0CostumeRenderer::drawLimb(const Actor *a, int limb) {
}
// Invalid current position?
- if(a->_cost.curpos[limb] == 0xFFFF)
+ if (a->_cost.curpos[limb] == 0xFFFF)
return 0;
_loaded.loadCostume(a->_costume);
@@ -1285,13 +1285,13 @@ void V0CostumeLoader::loadCostume(int id) {
void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
Actor_v0 *A = (Actor_v0 *)a;
- if(!a->_costume)
+ if (!a->_costume)
return;
loadCostume(a->_costume);
// Invalid costume command?
- if(A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
+ if (A->_costCommandNew == 0xFF || (A->_costCommand == A->_costCommandNew))
return;
A->_costCommand = A->_costCommandNew;
@@ -1308,16 +1308,16 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
limbFrameNumber = ((_animCmds + cmd)[limb]);
// Is this limb flipped?
- if(limbFrameNumber & 0x80) {
+ if (limbFrameNumber & 0x80) {
// Invalid frame?
- if(limbFrameNumber == 0xFF)
+ if (limbFrameNumber == 0xFF)
continue;
// Store the limb frame number (clear the flipped status)
a->_cost.frame[limb] = (limbFrameNumber & 0x7f);
- if(A->_limb_flipped[limb] != true)
+ if (A->_limb_flipped[limb] != true)
a->_cost.start[limb] = 0xFFFF;
A->_limb_flipped[limb] = true;
@@ -1326,7 +1326,7 @@ void V0CostumeLoader::costumeDecodeData(Actor *a, int frame, uint usemask) {
//Store the limb frame number
a->_cost.frame[limb] = limbFrameNumber;
- if(A->_limb_flipped[limb] != false)
+ if (A->_limb_flipped[limb] != false)
a->_cost.start[limb] = 0xFFFF;
A->_limb_flipped[limb] = false;
@@ -1349,7 +1349,7 @@ byte V0CostumeLoader::increaseAnims(Actor *a) {
int i;
byte r = 0;
- for(i = 0; i != 8; i++) {
+ for (i = 0; i != 8; i++) {
A->limbFrameCheck(i);
r += increaseAnim(a, i);
}
@@ -1369,7 +1369,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
if (frame == 0xFF) {
// Repeat timer has reached 0?
- if(A->_limbFrameRepeat[limb] == 0) {
+ if (A->_limbFrameRepeat[limb] == 0) {
// Use the previous frame
--A->_cost.curpos[limb];
@@ -1385,7 +1385,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
} else {
// Repeat timer enabled?
- if(A->_limbFrameRepeat[limb] != -1)
+ if (A->_limbFrameRepeat[limb] != -1)
--A->_limbFrameRepeat[limb];
// No, restart at frame 0
@@ -1394,7 +1394,7 @@ byte V0CostumeLoader::increaseAnim(Actor *a, int limb) {
}
// Limb frame has changed?
- if(limbPrevious == a->_cost.curpos[limb])
+ if (limbPrevious == a->_cost.curpos[limb])
return 0;
return 1;