diff options
Diffstat (limited to 'engines/scumm/costume.cpp')
-rw-r--r-- | engines/scumm/costume.cpp | 22 |
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; |