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-rw-r--r--sword1/logic.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/sword1/logic.cpp b/sword1/logic.cpp
index ddc8a224ff..52afbe7ca0 100644
--- a/sword1/logic.cpp
+++ b/sword1/logic.cpp
@@ -63,7 +63,7 @@ SwordLogic::SwordLogic(ObjectMan *pObjMan, ResMan *resMan, SwordScreen *pScreen,
_speechFinished = true;
}
-void SwordLogic::newScreen(uint32 newScreen) {
+void SwordLogic::newScreen(uint32 screen) {
BsObject *compact = (BsObject*)_objMan->fetchObject(PLAYER);
//Tdebug("locked player");
@@ -116,7 +116,7 @@ void SwordLogic::engine(void) {
compact->o_sync = 0; // syncs are only available for 1 cycle.
}
- if (compact->o_screen == _scriptVars[SCREEN]) {
+ if ((uint32)compact->o_screen == _scriptVars[SCREEN]) {
if (compact->o_status & STAT_FORE)
_screen->addToGraphicList(0, currentId);
if (compact->o_status & STAT_SORT)
@@ -1529,8 +1529,8 @@ int SwordLogic::fnInnerSpace(BsObject *cpt, int32 id, int32 a, int32 b, int32 c,
return SCRIPT_STOP;
}
-int SwordLogic::fnSetScreen(BsObject *cpt, int32 id, int32 target, int32 newScreen, int32 c, int32 d, int32 z, int32 x) {
- _objMan->fetchObject(target)->o_screen = newScreen;
+int SwordLogic::fnSetScreen(BsObject *cpt, int32 id, int32 target, int32 screen, int32 c, int32 d, int32 z, int32 x) {
+ _objMan->fetchObject(target)->o_screen = screen;
return SCRIPT_CONT;
}
@@ -1540,7 +1540,7 @@ int SwordLogic::fnPreload(BsObject *cpt, int32 id, int32 resId, int32 b, int32 c
return SCRIPT_CONT;
}
-int SwordLogic::fnCheckCD(BsObject *cpt, int32 id, int32 newScreen, int32 b, int32 c, int32 d, int32 z, int32 x) {
+int SwordLogic::fnCheckCD(BsObject *cpt, int32 id, int32 screen, int32 b, int32 c, int32 d, int32 z, int32 x) {
warning("fnCheckCd called");
// Not sure if we really have to check that here. I think we can do it in the main loop
// and leave a dummy here.