From 8da68b29648f9dbdcc05b3a1efe4a29ed2c4e88c Mon Sep 17 00:00:00 2001 From: Sven Hesse Date: Wed, 28 May 2008 21:15:11 +0000 Subject: Script variables are now always stored in the game version's native endianess. This should make Woodruff playable on big-endian systems. svn-id: r32352 --- engines/gob/sound/sound.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'engines/gob/sound') diff --git a/engines/gob/sound/sound.cpp b/engines/gob/sound/sound.cpp index a90afe0e27..2d2bf8e043 100644 --- a/engines/gob/sound/sound.cpp +++ b/engines/gob/sound/sound.cpp @@ -29,6 +29,7 @@ #include "gob/util.h" #include "gob/dataio.h" #include "gob/game.h" +#include "gob/inter.h" namespace Gob { @@ -370,7 +371,7 @@ void Sound::blasterWaitEndPlay(bool interruptible, bool stopComp) { while (_blaster->isPlaying() && !_vm->_quitRequested) { if (interruptible && (_vm->_util->checkKey() == 0x11B)) { - WRITE_VAR(57, -1); + WRITE_VAR(57, (uint32) -1); return; } _vm->_util->longDelay(200); -- cgit v1.2.3