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Diffstat (limited to 'sword2/driver/sprite.cpp')
-rw-r--r--sword2/driver/sprite.cpp8
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