diff options
Diffstat (limited to 'sword2/speech.cpp')
-rw-r--r-- | sword2/speech.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/sword2/speech.cpp b/sword2/speech.cpp index 6df23d61ec..afd082c755 100644 --- a/sword2/speech.cpp +++ b/sword2/speech.cpp @@ -1373,7 +1373,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) // New fudge to wait for smacker samples to finish (James31july97) // since they can over-run into the game - if (g_sword2->_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished? + if (g_sound->GetSpeechStatus()!=RDSE_SAMPLEFINISHED) // has it finished? return (IR_REPEAT); //------------------------- @@ -1567,16 +1567,16 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) File fp; sprintf(speechFile, "speech%d.clu", res_man.WhichCd()); - if (fp.open(speechFile, g_sword2->getGameDataPath())) + if (fp.open(speechFile)) fp.close(); else strcpy(speechFile, "speech.clu"); - rv = g_sword2->_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet + rv = g_sound->PlayCompSpeech(speechFile, params[S_WAV], SPEECH_VOLUME, speech_pan); // Load speech but don't start playing yet if (rv == RD_OK) { speechRunning=1; // ok, we've got something to play (2 means not playing yet - see below) - g_sword2->_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet) + g_sound->UnpauseSpeech(); // set it playing now (we might want to do this next cycle, don't know yet) } #ifdef _SWORD2_DEBUG else @@ -1616,7 +1616,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) else if (speechRunning) // if playing a sample { if (!unpause_zone) - { if (g_sword2->_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit + { if (g_sound->AmISpeaking()==RDSE_QUIET) // if we're at a quiet bit ob_graphic->anim_pc=0; // restart from frame 0 ('closed mouth' frame) } } @@ -1643,7 +1643,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) if (speechRunning==1) // if playing a sample (note that value of '2' means about to play!) { if (!unpause_zone) - { if (g_sword2->_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished? + { if (g_sound->GetSpeechStatus()==RDSE_SAMPLEFINISHED) // has it finished? speechFinished=1; // James25feb97 } else unpause_zone--; @@ -1692,7 +1692,7 @@ int32 FN_i_speak(int32 *params) //Tony18Oct96 (revamped by James01july97) if (speechRunning) // if speech sample playing { - g_sword2->_sound->StopSpeechSword2(); // halt the sample prematurely + g_sound->StopSpeechSword2(); // halt the sample prematurely } } } @@ -1904,7 +1904,7 @@ void GetCorrectCdForSpeech(int32 wavId) File fp; uint8 cd; // 1, 2 or 0 (if speech on both cd's, ie. no need to change) - if (fp.open("cd.bin",g_sword2->getGameDataPath()) == false) + if (fp.open("cd.bin") == false) Con_fatal_error("Need cd.bin file for testing speech!"); fp.seek(wavId, SEEK_SET); |