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Diffstat (limited to 'sword2/mouse.cpp')
-rw-r--r--sword2/mouse.cpp10
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