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Diffstat (limited to 'engines/xeen/map.cpp')
-rw-r--r--engines/xeen/map.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/engines/xeen/map.cpp b/engines/xeen/map.cpp
index 58a294c610..e3ab879e65 100644
--- a/engines/xeen/map.cpp
+++ b/engines/xeen/map.cpp
@@ -1195,7 +1195,7 @@ void Map::load(int mapId) {
if (_mazeData[0]._wallTypes[i] != 0) {
_wallSprites._surfaces[i].load(Common::String::format("%s.wal",
- Res.OUTDOORS_WALL_TYPES[_mazeData[0]._wallTypes[i]].c_str()));
+ Res.OUTDOORS_WALL_TYPES[_mazeData[0]._wallTypes[i]]));
}
_surfaceSprites[i].clear();
@@ -1223,11 +1223,11 @@ void Map::load(int mapId) {
// Load sprite sets needed for scene rendering
_skySprites[1].load(Common::String::format("%s.sky",
- Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str()));
+ Res.TERRAIN_TYPES[_mazeData[0]._wallKind]));
_groundSprites.load(Common::String::format("%s.gnd",
- Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str()));
+ Res.TERRAIN_TYPES[_mazeData[0]._wallKind]));
_tileSprites.load(Common::String::format("%s.til",
- Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str()));
+ Res.TERRAIN_TYPES[_mazeData[0]._wallKind]));
for (int i = 0; i < TOTAL_SURFACES; ++i) {
_surfaceSprites[i].clear();
@@ -1240,15 +1240,15 @@ void Map::load(int mapId) {
_wallSprites._surfaces[i].clear();
_wallSprites._fwl1.load(Common::String::format("f%s1.fwl",
- Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str()));
+ Res.TERRAIN_TYPES[_mazeData[0]._wallKind]));
_wallSprites._fwl2.load(Common::String::format("f%s2.fwl",
- Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str()));
+ Res.TERRAIN_TYPES[_mazeData[0]._wallKind]));
_wallSprites._fwl3.load(Common::String::format("f%s3.fwl",
- Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str()));
+ Res.TERRAIN_TYPES[_mazeData[0]._wallKind]));
_wallSprites._fwl4.load(Common::String::format("f%s4.fwl",
- Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str()));
+ Res.TERRAIN_TYPES[_mazeData[0]._wallKind]));
_wallSprites._swl.load(Common::String::format("s%s.swl",
- Res.TERRAIN_TYPES[_mazeData[0]._wallKind].c_str()));
+ Res.TERRAIN_TYPES[_mazeData[0]._wallKind]));
// Set entries in the indoor draw list to the correct sprites
// for drawing various parts of the background