diff options
Diffstat (limited to 'sword2/driver/sprite.cpp')
-rw-r--r-- | sword2/driver/sprite.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp index 737fcdbb08..2ec83b7808 100644 --- a/sword2/driver/sprite.cpp +++ b/sword2/driver/sprite.cpp @@ -242,7 +242,7 @@ int32 Graphics::decompressRLE16(uint8 *dest, uint8 *source, int32 decompSize, ui * @return RD_OK, or an error code */ -int32 Graphics::createSurface(_spriteInfo *s, uint8 **sprite) { +int32 Graphics::createSurface(SpriteInfo *s, uint8 **sprite) { *sprite = (uint8 *) malloc(s->w * s->h); if (!*sprite) return RDERR_OUTOFMEMORY; @@ -267,7 +267,7 @@ int32 Graphics::createSurface(_spriteInfo *s, uint8 **sprite) { * @param clipRect the clipping rectangle */ -void Graphics::drawSurface(_spriteInfo *s, uint8 *surface, Common::Rect *clipRect) { +void Graphics::drawSurface(SpriteInfo *s, uint8 *surface, Common::Rect *clipRect) { Common::Rect rd, rs; uint16 x, y; uint8 *src, *dst; @@ -352,7 +352,7 @@ void Graphics::deleteSurface(uint8 *surface) { // FIXME: I'm sure this could be optimized. There's plenty of data copying and // mallocing here. -int32 Graphics::drawSprite(_spriteInfo *s) { +int32 Graphics::drawSprite(SpriteInfo *s) { uint8 *src, *dst; uint8 *sprite, *newSprite; uint8 *backbuf = NULL; @@ -623,7 +623,7 @@ int32 Graphics::drawSprite(_spriteInfo *s) { * Opens the light masking sprite for a room. */ -int32 Graphics::openLightMask(_spriteInfo *s) { +int32 Graphics::openLightMask(SpriteInfo *s) { // FIXME: The light mask is only needed on higher graphics detail // settings, so to save memory we could simply ignore it on lower // settings. But then we need to figure out how to ensure that it |