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-rw-r--r--engines/toon/character.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/toon/character.cpp b/engines/toon/character.cpp
index 67221607c6..6c006ae8f8 100644
--- a/engines/toon/character.cpp
+++ b/engines/toon/character.cpp
@@ -314,7 +314,7 @@ void Character::update(int32 timeIncrement) {
int32 currentFrame = _animationInstance->getFrame();
- SpecialCharacterAnimation *anim = getSpecialAnimation(_id, animId);
+ const SpecialCharacterAnimation *anim = getSpecialAnimation(_id, animId);
if ((_animFlags & 0x10) == 0) {
if (_animScriptId != -1 && currentFrame > 0 && !_vm->getSceneAnimationScript(_animScriptId)->_frozen) {
@@ -601,11 +601,11 @@ void Character::stopWalk() {
_currentPathNodeCount = 0;
}
-SpecialCharacterAnimation *Character::getSpecialAnimation(int32 characterId, int32 animationId) {
+const SpecialCharacterAnimation *Character::getSpecialAnimation(int32 characterId, int32 animationId) {
debugC(6, kDebugCharacter, "getSpecialAnimation(%d, %d)", characterId, animationId);
// very nice animation list hardcoded in the executable...
- static SpecialCharacterAnimation anims[] = {
+ static const SpecialCharacterAnimation anims[] = {
{ "TLK547_?", 9, 0, 0, 0, 0, 0, 1, 5, 8, 1, 8, 0, 255 },
{ "TLK555_?", 16, 0, 0, 0, 0, 6, 8, 10, 255, 6, 11, 2, 255 },
{ "LST657_?", 14, 0, 0, 0, 0, 255, 255, 255, 255, 5, 11, 0, 255 },
@@ -934,7 +934,7 @@ void Character::playAnim(int32 animId, int32 unused, int32 flags) {
animId = _animSpecialDefaultId;
// get the anim to load
- SpecialCharacterAnimation *anim = getSpecialAnimation(_id, animId);
+ const SpecialCharacterAnimation *anim = getSpecialAnimation(_id, animId);
char animName[20];
strcpy(animName, anim->_filename);