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path: root/sword2/save_rest.cpp
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Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r--sword2/save_rest.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index f239880a2a..8cd6575826 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -70,8 +70,8 @@ typedef struct {
uint32 varLength; // length of global variables resource
uint32 screenId; // resource id of screen file
uint32 runListId; // resource id of run list
- uint32 feet_x; // copy of this_screen.feet_x
- uint32 feet_y; // copy of this_screen.feet_y
+ uint32 feet_x; // copy of _thisScreen.feet_x
+ uint32 feet_y; // copy of _thisScreen.feet_y
uint32 music_id; // copy of 'looping_music_id'
_object_hub player_hub; // copy of player object's object_hub structure
Object_logic logic; // copy of player character logic structure
@@ -180,14 +180,14 @@ void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
g_header.varLength = res_man.fetchLen(1);
// resource id of current screen file
- g_header.screenId = this_screen.background_layer_id;
+ g_header.screenId = g_sword2->_thisScreen.background_layer_id;
// resource id of current run-list
g_header.runListId = g_logic.getRunList();
// those scroll position control things
- g_header.feet_x = this_screen.feet_x;
- g_header.feet_y = this_screen.feet_y;
+ g_header.feet_x = g_sword2->_thisScreen.feet_x;
+ g_header.feet_y = g_sword2->_thisScreen.feet_y;
// id of currently looping music (or zero)
g_header.music_id = looping_music_id;
@@ -423,13 +423,13 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// So palette not restored immediately after control panel - we want to
// fade up instead!
- this_screen.new_palette = 99;
+ g_sword2->_thisScreen.new_palette = 99;
// these need setting after the defaults get set in fnInitBackground
// remember that these can change through the game, so need saving &
// restoring too
- this_screen.feet_x = g_header.feet_x;
- this_screen.feet_y = g_header.feet_y;
+ g_sword2->_thisScreen.feet_x = g_header.feet_x;
+ g_sword2->_thisScreen.feet_y = g_header.feet_y;
// start the new run list
g_logic.expressChangeSession(g_header.runListId);
@@ -437,14 +437,14 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// Force in the new scroll position, so unsightly scroll-catch-up does
// not occur when screen first draws after returning from restore panel
- // set 'this_screen's record of player position
+ // set '_thisScreen's record of player position
// - ready for Set_scrolling()
- this_screen.player_feet_x = g_header.mega.feet_x;
- this_screen.player_feet_y = g_header.mega.feet_y;
+ g_sword2->_thisScreen.player_feet_x = g_header.mega.feet_x;
+ g_sword2->_thisScreen.player_feet_y = g_header.mega.feet_y;
// if this screen is wide, recompute the scroll offsets now
- if (this_screen.scroll_flag)
+ if (g_sword2->_thisScreen.scroll_flag)
Set_scrolling();
// Any music required will be started after we've returned from