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Diffstat (limited to 'sword2/speech.cpp')
-rw-r--r--sword2/speech.cpp16
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);