From 1a4d723e6099fe06055b46d7fa9f07e7158d271b Mon Sep 17 00:00:00 2001 From: Paul Gilbert Date: Fri, 12 Jun 2015 20:23:41 -0400 Subject: [PATCH] SHERLOCK: RT: Refactor and remove remaining uses of MAX_NPC --- engines/sherlock/people.h | 1 - engines/sherlock/tattoo/tattoo_scene.cpp | 4 ++-- 2 files changed, 2 insertions(+), 3 deletions(-) diff --git a/engines/sherlock/people.h b/engines/sherlock/people.h index d9cb8de393d..09022b10c8b 100644 --- a/engines/sherlock/people.h +++ b/engines/sherlock/people.h @@ -32,7 +32,6 @@ namespace Sherlock { enum PeopleId { PLAYER = 0, - MAX_NPC = 5, MAX_NPC_PATH = 200 }; diff --git a/engines/sherlock/tattoo/tattoo_scene.cpp b/engines/sherlock/tattoo/tattoo_scene.cpp index a896fbea343..5ebf38b922b 100644 --- a/engines/sherlock/tattoo/tattoo_scene.cpp +++ b/engines/sherlock/tattoo/tattoo_scene.cpp @@ -820,8 +820,8 @@ void TattooScene::setNPCPath(int npc) { return; // Turn off all the NPCs, since the talk script will turn them back on as needed - for (uint idx = 0; idx < MAX_NPC; ++idx) - people[idx + 1]._type = INVALID; + for (uint idx = 1; idx < MAX_CHARACTERS; ++idx) + people[idx]._type = INVALID; // Call the path script for the scene Common::String pathFile = Common::String::format("PATH%.2dA", _currentScene);