diff options
Diffstat (limited to 'sword2/mouse.cpp')
| -rw-r--r-- | sword2/mouse.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp index a4fd99af90..7957c433b0 100644 --- a/sword2/mouse.cpp +++ b/sword2/mouse.cpp @@ -181,7 +181,7 @@ void Sword2Engine::systemMenuMouse(void) { pars[0] = 221; // SystemM234 (M234.wav) pars[1] = FX_LOOP; - g_logic.fnPlayMusic(pars); + g_logic->fnPlayMusic(pars); // restore proper looping_music_id _loopingMusicId = safe_looping_music_id; @@ -254,7 +254,7 @@ void Sword2Engine::systemMenuMouse(void) { if (_loopingMusicId) { pars[0] = _loopingMusicId; pars[1] = FX_LOOP; - g_logic.fnPlayMusic(pars); + g_logic->fnPlayMusic(pars); // cross-fades into the required music: // - either a restored game tune @@ -262,7 +262,7 @@ void Sword2Engine::systemMenuMouse(void) { // entering control panels } else { // stop the control panel music - g_logic.fnStopMusic(NULL); + g_logic->fnStopMusic(NULL); } } } @@ -604,8 +604,8 @@ void Sword2Engine::normalMouse(void) { // let the existing interaction continue and // start fading down - switch the human off too - g_logic.fnNoHuman(NULL); - g_logic.fnFadeDown(NULL); + g_logic->fnNoHuman(NULL); + g_logic->fnFadeDown(NULL); EXIT_FADING = 1; // tell the walker } else if (_oldButton == _buttonClick && _mouseTouching == CLICKED_ID && _mousePointerRes != NORMAL_MOUSE_ID) { // re-click - do nothing - except on floors |
