diff options
Diffstat (limited to 'engines/sword25/gfx/animationtemplateregistry.cpp')
-rw-r--r-- | engines/sword25/gfx/animationtemplateregistry.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/engines/sword25/gfx/animationtemplateregistry.cpp b/engines/sword25/gfx/animationtemplateregistry.cpp index dc23588f17..6cf9256433 100644 --- a/engines/sword25/gfx/animationtemplateregistry.cpp +++ b/engines/sword25/gfx/animationtemplateregistry.cpp @@ -63,23 +63,23 @@ void AnimationTemplateRegistry::LogWarningLn(const char *Message) const { // ----------------------------------------------------------------------------- -bool AnimationTemplateRegistry::Persist(OutputPersistenceBlock &Writer) { +bool AnimationTemplateRegistry::persist(OutputPersistenceBlock &writer) { bool Result = true; // Das nächste zu vergebene Handle schreiben. - Writer.Write(m_NextHandle); + writer.write(m_NextHandle); // Anzahl an BS_AnimationTemplates schreiben. - Writer.Write(m_Handle2PtrMap.size()); + writer.write(m_Handle2PtrMap.size()); // Alle BS_AnimationTemplates persistieren. HANDLE2PTR_MAP::const_iterator Iter = m_Handle2PtrMap.begin(); while (Iter != m_Handle2PtrMap.end()) { // Handle persistieren. - Writer.Write(Iter->_key); + writer.write(Iter->_key); // Objekt persistieren. - Result &= Iter->_value->Persist(Writer); + Result &= Iter->_value->persist(writer); ++Iter; } @@ -89,11 +89,11 @@ bool AnimationTemplateRegistry::Persist(OutputPersistenceBlock &Writer) { // ----------------------------------------------------------------------------- -bool AnimationTemplateRegistry::Unpersist(InputPersistenceBlock &Reader) { +bool AnimationTemplateRegistry::unpersist(InputPersistenceBlock &reader) { bool Result = true; // Das nächste zu vergebene Handle wieder herstellen. - Reader.Read(m_NextHandle); + reader.read(m_NextHandle); // Alle vorhandenen BS_AnimationTemplates zerstören. while (!m_Handle2PtrMap.empty()) @@ -101,19 +101,19 @@ bool AnimationTemplateRegistry::Unpersist(InputPersistenceBlock &Reader) { // Anzahl an BS_AnimationTemplates einlesen. uint AnimationTemplateCount; - Reader.Read(AnimationTemplateCount); + reader.read(AnimationTemplateCount); // Alle gespeicherten BS_AnimationTemplates wieder herstellen. for (uint i = 0; i < AnimationTemplateCount; ++i) { // Handle lesen. uint Handle; - Reader.Read(Handle); + reader.read(Handle); // BS_AnimationTemplate wieder herstellen. - Result &= (AnimationTemplate::Create(Reader, Handle) != 0); + Result &= (AnimationTemplate::Create(reader, Handle) != 0); } - return Reader.IsGood() && Result; + return reader.isGood() && Result; } } // End of namespace Sword25 |