TSAGE: R2R - Some renaming in scene 1000

This commit is contained in:
Strangerke 2013-09-01 16:41:46 +02:00
parent cf7d1378c8
commit 33445aeaa3
2 changed files with 21 additions and 21 deletions

View File

@ -38,8 +38,8 @@ Scene1000::Scene1000(): SceneExt() {
R2_GLOBALS._sceneManager._hasPalette = false;
R2_GLOBALS._uiElements._active = false;
_gameTextSpeaker._displayMode = 9;
_fieldD2E = 0;
_field412 = 0;
_forceCheckAnimationFl = false;
_animCounter = 0;
}
void Scene1000::postInit(SceneObjectList *OwnerList) {
@ -116,7 +116,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, 0);
for (int percent = 0; percent < 100; percent += 5)
@ -141,7 +141,7 @@ void Scene1000::signal() {
R2_GLOBALS._player.setPosition(Common::Point(160, 100));
R2_GLOBALS._player.show();
_field412 = 0;
_animCounter = 0;
_stripManager.start(29, this);
break;
@ -149,7 +149,7 @@ void Scene1000::signal() {
if (R2_GLOBALS._speechSubtitles & SPEECH_TEXT) {
setAction(&_sequenceManager1, this, 1, &R2_GLOBALS._player, NULL);
} else {
if (++_field412 < 3)
if (++_animCounter < 3)
_sceneMode = 2;
setAction(&_sequenceManager1, this, 2, &R2_GLOBALS._player, NULL);
@ -174,7 +174,7 @@ void Scene1000::signal() {
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -204,7 +204,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -226,7 +226,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -246,7 +246,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -271,7 +271,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -297,7 +297,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -319,7 +319,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -346,7 +346,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -371,7 +371,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -394,7 +394,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -412,7 +412,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -439,7 +439,7 @@ void Scene1000::signal() {
R2_GLOBALS._sceneManager._hasPalette = false;
_animationPlayer.dispatch();
_fieldD2E = 1;
_forceCheckAnimationFl = true;
R2_GLOBALS._scenePalette.fade((const byte *)&black, 1, 0);
for (int percent = 0; percent < 100; percent += 5)
R2_GLOBALS._scenePalette.fade((const byte *)&black, true, percent);
@ -455,9 +455,9 @@ void Scene1000::signal() {
}
void Scene1000::dispatch() {
if (_fieldD2E) {
if (_forceCheckAnimationFl) {
if (_animationPlayer.isCompleted()) {
_fieldD2E = 0;
_forceCheckAnimationFl = false;
_animationPlayer.close();
_animationPlayer.remove();

View File

@ -46,8 +46,8 @@ public:
SpeakerGameText _gameTextSpeaker;
AnimationPlayer _animationPlayer;
int _field412;
int _fieldD2E;
int _animCounter;
bool _forceCheckAnimationFl;
public:
Scene1000();