[Scummvm-cvs-logs] CVS: scummvm/scumm/insane insane.cpp,1.12,1.13 insane.h,1.7,1.8 insane_ben.cpp,1.6,1.7 insane_enemy.cpp,1.5,1.6 insane_iact.cpp,1.8,1.9 insane_scenes.cpp,1.8,1.9

Eugene Sandulenko sev at users.sourceforge.net
Fri Jan 30 17:45:44 CET 2004


Update of /cvsroot/scummvm/scummvm/scumm/insane
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv28362/scumm/insane

Modified Files:
	insane.cpp insane.h insane_ben.cpp insane_enemy.cpp 
	insane_iact.cpp insane_scenes.cpp 
Log Message:
o Renamed more variables/structures to reflect their functionality
o Fixed bug with only caveman approaching
o Extended smush player to process FT-specific overlays in videos.
  They're used to draw broken truck & car approaching and opponents on the
  mineroad


Index: insane.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane.cpp,v
retrieving revision 1.12
retrieving revision 1.13
diff -u -d -r1.12 -r1.13
--- insane.cpp	28 Jan 2004 04:07:54 -0000	1.12
+++ insane.cpp	30 Jan 2004 02:14:29 -0000	1.13
@@ -148,24 +148,22 @@
 	_beenCheated = 0;
 	_posBrokenTruck = 0;
 	_posBrokenCar = 0;
+	_posFatherTorque = 0;
+	_posCave = 0;
+	_posVista = 0;
 	_roadLeftBranch = false;
 	_roadRightBranch = false;
 	_carIsBroken = false;
-	_val11d = 0;
+	_benHasGoggles = false;
+	_mineCaveIsNear = false;
+	_objectDetected = false;
 	_val32d = -1;
-	_val51d = 0;
-	_val52d = 0;
-	_val53d = 0;
 	_val54d = 0;
 	_val57d = 0;
 	_val115_ = false;
 	_val121_ = false;
-	_val122_ = false;
-	_val123_ = false;
-	_val124_ = false;
 	_val211d = 0;
 	_val213d = 0;
-	_val214d = -1;
 	_val215d = 0;
 	_smlayer_room = 0;
 	_smlayer_room2 = 0;
@@ -375,10 +373,10 @@
 	_actor[0].animWeaponClass = 0;
 	_actor[0].field_34 = 2;
 	_actor[0].field_38 = 0;
-	_actor[0].lost = 0;
-	_actor[0].kicking = 0;
-	_actor[0].field_44 = 0;
-	_actor[0].field_48 = 0;
+	_actor[0].lost = false;
+	_actor[0].kicking = false;
+	_actor[0].field_44 = false;
+	_actor[0].field_48 = false;
 	_actor[0].defunct = 0;
 	_actor[0].scenePropSubIdx = 0;
 	_actor[0].field_54 = 0;
@@ -414,10 +412,10 @@
 	_actor[1].animWeaponClass = 0;
 	_actor[1].field_34 = 0;
 	_actor[1].field_38 = 0;
-	_actor[1].lost = 0;
-	_actor[1].kicking = 0;
-	_actor[1].field_44 = 0;
-	_actor[1].field_48 = 0;
+	_actor[1].lost = false;
+	_actor[1].kicking = false;
+	_actor[1].field_44 = false;
+	_actor[1].field_48 = false;
 	_actor[1].defunct = 0;
 	_actor[1].scenePropSubIdx = 0;
 	_actor[1].field_54 = 0;
@@ -455,7 +453,7 @@
 }
 
 void Insane::init_enemyStruct(int n, int32 handler, int32 initializer,
-								   int32 field_8, int32 maxdamage, int32 field_10,
+								   int16 occurences, int32 maxdamage, int32 field_10,
 								   int32 weapon, int32 sound, const char *filename,
 								   int32 costume4, int32 costume6, int32 costume5,
 								   int16 costumevar, int32 maxframe, int32 field_34) {
@@ -463,7 +461,7 @@
 
 	_enemy[n].handler = handler;
 	_enemy[n].initializer = initializer;
-	_enemy[n].field_8 = field_8;
+	_enemy[n].occurences = occurences;
 	_enemy[n].maxdamage = maxdamage;
 	_enemy[n].field_10 = field_10;
 	_enemy[n].weapon = weapon;
@@ -672,21 +670,21 @@
 	_smlayer_room = readArray(320);
 	_smlayer_room2 = readArray(321);
 	_posBrokenTruck = readArray(322);
-	_val53d = readArray(323);
+	_posVista = readArray(323);
 	_val57d = readArray(324);
-	_val52d = readArray(325);
+	_posCave = readArray(325);
 	_posBrokenCar = readArray(326);
 	_val54d = readArray(327);
-	_val51d = readArray(328);
-	_enemy[EN_TORQUE].field_8 = readArray(337);
-	_enemy[EN_ROTT1].field_8 = readArray(329);
-	_enemy[EN_ROTT2].field_8 = readArray(330);
-	_enemy[EN_ROTT3].field_8 = readArray(331);
-	_enemy[EN_VULTF1].field_8 = readArray(332);
-	_enemy[EN_VULTM1].field_8 = readArray(333);
-	_enemy[EN_VULTF2].field_8 = readArray(334);
-	_enemy[EN_VULTM2].field_8 = readArray(335);
-	_enemy[EN_CAVEFISH].field_8 = readArray(336);
+	_posFatherTorque = readArray(328);
+	_enemy[EN_TORQUE].occurences = readArray(337);
+	_enemy[EN_ROTT1].occurences = readArray(329);
+	_enemy[EN_ROTT2].occurences = readArray(330);
+	_enemy[EN_ROTT3].occurences = readArray(331);
+	_enemy[EN_VULTF1].occurences = readArray(332);
+	_enemy[EN_VULTM1].occurences = readArray(333);
+	_enemy[EN_VULTF2].occurences = readArray(334);
+	_enemy[EN_VULTM2].occurences = readArray(335);
+	_enemy[EN_CAVEFISH].occurences = readArray(336);
 	_enemy[EN_VULTM2].field_10 = readArray(340);
 	_enemy[EN_CAVEFISH].field_10 = readArray(56);
 	_enemy[EN_VULTF2].field_10 = readArray(339);
@@ -705,7 +703,7 @@
 	_actor[0].act[1].room = 0;
 	_actor[0].act[0].room = 0;
 	_actor[0].cursorX = 0;
-	_actor[0].lost = 0;
+	_actor[0].lost = false;
 	_currEnemy = -1;
 	_val32d = -1;
 	smush_warpMouse(160, 100, -1);
@@ -715,8 +713,6 @@
 void Insane::mainLoop(void) {
 	int32 resid;
 
-	_val11d++;
-
 	while (!idx2Compare()) {
 		if(!(resid = idx2Tweak()))
 			continue;
@@ -1026,7 +1022,7 @@
 				return;
 			queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
 		} else {
-			writeArray(1, _val53d);
+			writeArray(1, _posVista);
 			smush_setToFinish();
 		}
 		break;
@@ -1325,30 +1321,31 @@
 	if (!par2) {
 		if (isBitSet(par1))
 			_player->_skipNext = true;
-
 		return;
 	}
 
-	if (isBitSet(par1) != isBitSet(par2))
+	if (isBitSet(par1) != isBitSet(par2)) {
 		_player->_skipNext = true;
+		return;
+	}
 }
 
 bool Insane::isBitSet(int n) {
-	if (n >= 0x80)
+	if (n >= 0x80 * 8)
 		return false;
 
-	return (_iactBits[n / 8] & (0x80 >> (n % 8))) != 0;
+	return ((_iactBits[n / 8] & (0x80 >> (n % 8))) != 0);
 }
 
 void Insane::setBit(int n) {
-	if (n >= 0x80)
+	if (n >= 0x80 * 8)
 		return;
 
 	_iactBits[n / 8] |= 0x80 >> (n % 8);
 }
 
 void Insane::clearBit(int n) {
-	if (n >= 0x80)
+	if (n >= 0x80 * 8)
 		return;
 
 	_iactBits[n / 8] &= ~(0x80 >> (n % 8));

Index: insane.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane.h,v
retrieving revision 1.7
retrieving revision 1.8
diff -u -d -r1.7 -r1.8
--- insane.h	27 Jan 2004 00:13:25 -0000	1.7
+++ insane.h	30 Jan 2004 02:14:29 -0000	1.8
@@ -160,32 +160,29 @@
 	int16 _mainRoadPos;
 	int16 _posBrokenCar;
 	int16 _posBrokenTruck;
+	int16 _posFatherTorque;
+	int16 _posCave;
+	int16 _posVista;
 	bool _roadLeftBranch;
 	bool _roadRightBranch;
 	bool _carIsBroken;
-	int32 _val11d;
+	bool _benHasGoggles;
+	bool _mineCaveIsNear;
+	bool _objectDetected;
 	int32 _val32d;
-	int32 _val51d;
-	int32 _val52d;
-	int32 _val53d;
 	int32 _val54d;
 	int32 _val57d;
-	int32 _val114d16[16];
 	bool _val115_;
 	bool _val121_;
-	bool _val122_;
-	bool _val123_;
-	bool _val124_;
 	int32 _val211d;
 	int32 _val213d;
-	int32 _val214d;
 	int32 _val215d;
 	int32 _val216d[12];
 
 	struct enemy {
 		int32 handler;
 		int32 initializer;
-		int32 field_8;
+		int16 occurences;
 		int32 maxdamage;
 		int32 field_10;
 		int32 weapon;
@@ -246,14 +243,14 @@
 		int32 y;
 		int32 y1;
 		int32 x1;
-		int32 weaponClass;
-		int32 animWeaponClass;
-		int32 field_34;
-		int32 field_38;
+		int16 weaponClass;
+		int16 animWeaponClass;
+		int16 field_34;
+		int16 field_38;
 		bool  lost;
 		bool  kicking;
 		bool  field_44;
-		int32 field_48;
+		bool field_48;
 		bool  defunct;
 		int32 scenePropSubIdx;
 		int32 field_54;
@@ -343,7 +340,7 @@
 	void init_actStruct(int actornum, int actnum, int32 actorval, byte state, 
 						  int32 room, int32 animtilt, int32 tilt, int32 frame);
 	void init_enemyStruct(int n, int32 handler, int32 initializer,
-							   int32 field_8, int32 maxdamage, int32 field_10,
+							   int16 occurences, int32 maxdamage, int32 field_10,
 							   int32 field_14, int32 sound, const char *filename,
 							   int32 costume4, int32 costume6, int32 costume5,
 							   int16 field_2C, int32 field_30, int32 field_34);

Index: insane_ben.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane_ben.cpp,v
retrieving revision 1.6
retrieving revision 1.7
diff -u -d -r1.6 -r1.7
--- insane_ben.cpp	26 Jan 2004 15:41:30 -0000	1.6
+++ insane_ben.cpp	30 Jan 2004 02:14:29 -0000	1.7
@@ -61,10 +61,10 @@
 	case 3:
 	case 13:
 		if (_actor[0].damage < _actor[0].maxdamage) {
-			_actor[0].lost = 0;
+			_actor[0].lost = false;
 		} else {
 			if (!_actor[0].lost && !_actor[1].lost) {
-				_actor[0].lost = 1;
+				_actor[0].lost = true;
 				_actor[0].act[2].state = 36;
 				_actor[0].act[1].state = 36;
 				_actor[0].act[1].room = 0;
@@ -95,11 +95,11 @@
 		break;
 	default:
 		if (_actor[0].damage < _actor[0].maxdamage) {
-			_actor[0].lost = 0;
+			_actor[0].lost = false;
 		} else {
 			if (!_actor[0].lost && !_actor[1].lost) {
 				queueSceneSwitch(10, 0, "wr2_ben.san", 64, 0, 0, 0);
-				_actor[0].lost = 1;
+				_actor[0].lost = true;
 				_actor[0].act[2].state = 36;
 				_actor[0].act[2].room = 0;
 				_actor[0].act[0].state = 36;
@@ -249,8 +249,8 @@
 		switch (_currSceneId) {
 		case 17:
 			if (buttons & 1) {
-				if (_val123_) {
-					writeArray(1, _val52d);
+				if (_mineCaveIsNear) {
+					writeArray(1, _posCave);
 					smush_setToFinish();
 				}
 
@@ -280,7 +280,7 @@
 				queueSceneSwitch(2, 0, "mineexit.san", 64, 0, 0, 0);
 			}
 
-			if ((buttons & 2) == 0 || !_val122_)
+			if ((buttons & 2) == 0 || !_benHasGoggles)
 				return;
 
 			_actor[0].frame = 0;
@@ -351,7 +351,7 @@
 			
 			if (_roadRightBranch) {
 				writeArray(1, _posBrokenTruck);
-				writeArray(3, _val53d);
+				writeArray(3, _posVista);
 				smush_setToFinish();
 			}
 
@@ -359,7 +359,7 @@
 				return;
 
 			writeArray(1, _posBrokenCar);
-			writeArray(3, _val53d);
+			writeArray(3, _posVista);
 			smush_setToFinish();
 			break;
 		default:
@@ -507,7 +507,7 @@
 	case 106:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		smlayer_setActorFacing(0, 2, 29, 180);
 		_actor[0].act[2].state = 107;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -515,7 +515,7 @@
 	case 107:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 9) {
 			_actor[0].act[2].state = 1;
 			_actor[0].inventory[INV_MACE] = 0;
@@ -527,7 +527,7 @@
 	case 104:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		smlayer_setActorFacing(0, 2, 28, 180);
 		_actor[0].act[2].state = 105;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -535,7 +535,7 @@
 	case 105:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 5) {
 			_actor[0].act[2].state = 1;
 			_actor[0].inventory[INV_MACE] = 0;
@@ -547,7 +547,7 @@
 	case 108:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		smlayer_setActorFacing(0, 2, 28, 180);
 		_actor[0].act[2].state = 109;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -555,7 +555,7 @@
 	case 109:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 5) {
 			_actor[0].act[2].state = 1;
 			_actor[0].inventory[INV_CHAIN] = 0; // Chain
@@ -567,8 +567,8 @@
 	case 73:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 1;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = true;
 		if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
 			smlayer_setActorFacing(0, 2, 19, 180);
 			_actor[0].act[2].state = 74;
@@ -578,8 +578,8 @@
 	case 74:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 0;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = false;
 		if (_actor[0].act[2].frame >= 2) {
 			smlayer_setActorFacing(0, 2, 9, 180);
 			_actor[0].act[2].state = 1;
@@ -590,8 +590,8 @@
 	case 79:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 1;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = true;
 		if (_actor[0].act[2].frame >= 2) {
 			smlayer_setActorFacing(0, 2, 23, 180);
 			_actor[0].act[2].state = 80;
@@ -601,8 +601,8 @@
 	case 80:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 0;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = false;
 		if (_actor[0].act[2].frame >= 6) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 63;
@@ -612,8 +612,8 @@
 	case 81:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 1;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = true;
 		if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
 			smlayer_setActorFacing(0, 2, 23, 180);
 			_actor[0].act[2].state = 82;
@@ -623,8 +623,8 @@
 	case 82:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 0;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = false;
 		if (_actor[0].act[2].frame >= 3) {
 			smlayer_setActorFacing(0, 2, 26, 180);
 			_actor[0].act[2].state = 64;
@@ -634,8 +634,8 @@
 	case 77:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 1;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = true;
 		if (_actor[0].act[2].frame >= 2) {
 			smlayer_setActorFacing(0, 2, 23, 180);
 			_actor[0].act[2].state = 78;
@@ -645,8 +645,8 @@
 	case 78:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 0;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = false;
 		if (_actor[0].act[2].frame >= 5) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 65;
@@ -656,8 +656,8 @@
 	case 83:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 0;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 1;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = true;
 		if (_actor[0].act[2].frame >= 2 && !_kickBenProgress) {
 			smlayer_setActorFacing(0, 2, 23, 180);
 			_actor[0].act[2].state = 84;
@@ -667,8 +667,8 @@
 	case 84:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 0;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 0;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = false;
 		if (_actor[0].act[2].frame >= 5) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 66;
@@ -678,8 +678,8 @@
 	case 75:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 1;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = true;
 		if (_actor[0].act[2].frame >= 4 && !_kickBenProgress) {
 			smlayer_setActorFacing(0, 2, 23, 180);
 			_actor[0].act[2].state = 76;
@@ -689,8 +689,8 @@
 	case 76:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
-		_actor[0].field_44 = 0;
+		_actor[0].kicking = false;
+		_actor[0].field_44 = false;
 		if (_actor[0].act[2].frame >= 4) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 62;
@@ -700,7 +700,7 @@
 	case 2:
 		smlayer_setActorLayer(0, 2, 4);
 		smlayer_setActorFacing(0, 2, 17, 180);
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		_actor[0].weaponClass = 1;
 		_actor[0].act[2].state = 3;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -728,13 +728,13 @@
 			_actor[0].act[2].state = 4;
 		}
 	
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
 		break;
 	case 4:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 2) {
 			smlayer_setActorFacing(0, 2, 9, 180);
 			_actor[0].act[2].state = 1;
@@ -749,7 +749,7 @@
 	case 10:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		smlayer_setActorFacing(0, 2, 19, 180);
 		_actor[0].act[2].state = 11;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -758,7 +758,7 @@
 	case 11:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 2) {
 			if (_currEnemy == EN_VULTM2) {
 				if ((_actor[1].x - _actor[0].x <= weaponMaxRange(0)) &&
@@ -774,7 +774,7 @@
 					smlayer_setActorFacing(1, 2, 6, 180);
 					smlayer_startSfx(101);
 					_actor[1].act[2].state = 97;
-					_actor[1].lost = 1;
+					_actor[1].lost = true;
 					_actor[1].act[2].room = 1;
 					_actor[1].act[1].room = 0;
 					_actor[1].act[0].room = 0;
@@ -792,7 +792,7 @@
 	case 97:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 5) {
 			_actor[0].act[2].room = 1;
 			_actor[0].act[1].room = 1;
@@ -806,7 +806,7 @@
 	case 12:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 1) {
 			if (_currEnemy != EN_CAVEFISH) {
 				switch (_actor[1].weapon) {
@@ -843,7 +843,7 @@
 	case 13:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 3) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 63;
@@ -854,7 +854,7 @@
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 2;
 		_actor[0].field_34 = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		smlayer_setActorCostume(0, 2, readArray(22));
 		smlayer_setActorFacing(0, 2, 19, 180);
 		_actor[0].act[2].state = 7;
@@ -865,7 +865,7 @@
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 2;
 		_actor[0].field_34 = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 1) {
 			smlayer_setActorFacing(0, 2, 20, 180);
 			_actor[0].act[2].state = 8;
@@ -876,7 +876,7 @@
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 2;
 		_actor[0].field_34 = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if ((_actor[0].act[2].frame == 3) && (calcEnemyDamage(0, 0) == 1)) {
 			_actor[1].damage = weaponDamage(0);
 			smlayer_startSfx(64);
@@ -892,7 +892,7 @@
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 2;
 		_actor[0].field_34 = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 3) {
 			smlayer_setActorCostume(0, 2, readArray(12));
 			_actor[0].field_34 = 2;
@@ -903,7 +903,7 @@
 	case 14:
 		smlayer_setActorLayer(0, 2, 8);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		smlayer_setActorFacing(0, 2, 19, 180);
 		_actor[0].act[2].state = 15;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -912,7 +912,7 @@
 	case 15:
 		smlayer_setActorLayer(0, 2, 8);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 2) {
 			switch (_actor[1].weapon) {
 			case INV_CHAIN:
@@ -943,7 +943,7 @@
 	case 16:
 		smlayer_setActorLayer(0, 2, 8);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 1) {
 			switch (_actor[1].weapon) {
 			case INV_CHAIN:
@@ -977,7 +977,7 @@
 	case 17:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 2) {
 			smlayer_setActorFacing(0, 2, 26, 180);
 			_actor[0].act[2].state = 64;
@@ -988,7 +988,7 @@
 	case 18:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		smlayer_setActorFacing(0, 2, 19, 180);
 		_actor[0].act[2].state = 19;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -997,7 +997,7 @@
 	case 19:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 1) {
 			switch (_actor[1].weapon) {
 			case INV_CHAIN:
@@ -1037,7 +1037,7 @@
 	case 20:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 1) {
 			if (_currEnemy != EN_CAVEFISH) {
 				switch (_actor[1].weapon) {
@@ -1070,7 +1070,7 @@
 	case 21:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 6) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 65;
@@ -1080,7 +1080,7 @@
 	case 110:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		smlayer_setActorFacing(0, 2, 30, 180);
 		_actor[0].act[2].state = 111;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -1088,7 +1088,7 @@
 	case 111:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 7) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 65;
@@ -1099,7 +1099,7 @@
 	case 22:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 0;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		smlayer_setActorFacing(0, 2, 19, 180);
 		_actor[0].act[2].state = 23;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -1108,7 +1108,7 @@
 	case 23:
 		smlayer_setActorLayer(0, 2, 6);
 		_actor[0].weaponClass = 0;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 4) {
 			switch (_actor[1].weapon) {
 			case INV_CHAIN:
@@ -1135,7 +1135,7 @@
 	case 24:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 0;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 1) {
 			switch (_actor[1].weapon) {
 			case INV_CHAIN:
@@ -1147,7 +1147,7 @@
 				tmp = calcEnemyDamage(1, 1);
 				if (tmp == 1) {
 					if (_currEnemy == EN_CAVEFISH) {
-						_actor[1].lost = 1;
+						_actor[1].lost = true;
 						_actor[1].act[2].state = 102;
 						_actor[1].damage = _actor[1].maxdamage + 10;
 					}
@@ -1169,7 +1169,7 @@
 	case 25:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 0;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 6) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 66;
@@ -1180,7 +1180,7 @@
 	case 26:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		smlayer_setActorFacing(0, 2, 19, 180);
 		_actor[0].act[2].state = 27;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
@@ -1189,7 +1189,7 @@
 	case 27:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 1) {
 			switch (_actor[1].weapon) {
 			case INV_HAND:
@@ -1218,7 +1218,7 @@
 	case 28:
 		smlayer_setActorLayer(0, 2, 4);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 1;
+		_actor[0].kicking = true;
 		if (_actor[0].act[2].frame >= 3) {
 			if (_currEnemy != EN_CAVEFISH) {
 				switch (_actor[1].weapon) {
@@ -1255,7 +1255,7 @@
 	case 29:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 6) {
 			smlayer_setActorFacing(0, 2, 25, 180);
 			_actor[0].act[2].state = 62;
@@ -1309,7 +1309,7 @@
 	case 33:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 5) {
 			smlayer_setActorCostume(0, 2, readArray(12));
 			_actor[0].act[2].state = 1;
@@ -1318,7 +1318,7 @@
 		break;
 	case 36:
 		smlayer_setActorLayer(0, 2, 5);
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		smlayer_setActorCostume(0, 2, readArray(18));
 		smlayer_setActorFacing(0, 2, 6, 180);
 		smlayer_startSfx(96);
@@ -1351,7 +1351,7 @@
 	case 37:
 		smlayer_setActorLayer(0, 2, 25);
 		_actor[0].cursorX = 0;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		if (_actor[0].act[2].frame >= 18 || 
 			(_actor[0].x < 50 && _actor[0].act[2].frame >= 10) ||
 			 (_actor[0].x > 270 && _actor[0].act[2].frame >= 10)) {
@@ -1412,7 +1412,7 @@
 		break;
 	case 34:
 		smlayer_setActorLayer(0, 2, 5);
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		
 		if (!smlayer_actorNeedRedraw(0, 2)) {
 			setBenState();
@@ -1424,7 +1424,7 @@
 		break;
 	case 35:
 		smlayer_setActorLayer(0, 2, 5);
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		
 		if (!smlayer_actorNeedRedraw(0, 2)) {
 			switchBenWeapon();
@@ -1439,7 +1439,7 @@
 			_actor[0].act[2].animTilt = 0;
 		}
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
 		break;
 	case 64:
@@ -1449,7 +1449,7 @@
 			_actor[0].act[2].animTilt = 0;
 		}
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
 		break;
 	case 65:
@@ -1459,7 +1459,7 @@
 			_actor[0].act[2].animTilt = 0;
 		}
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
 		break;
 	case 66:
@@ -1469,7 +1469,7 @@
 			_actor[0].act[2].animTilt = 0;
 		}
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
 		break;
 	case 62:
@@ -1479,13 +1479,13 @@
 			_actor[0].act[2].animTilt = 0;
 		}
 		_actor[0].weaponClass = 1;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 		_actor[0].act[2].tilt = calcTilt(_actor[0].tilt);
 		break;
 	case 1:
 		smlayer_setActorLayer(0, 2, 5);
 		_actor[0].weaponClass = 2;
-		_actor[0].kicking = 0;
+		_actor[0].kicking = false;
 
 		switch (_actor[0].tilt) {
 		case -3:
@@ -1830,7 +1830,7 @@
 			default:
 				break;
 			}
-			_actor[0].kicking = 1;
+			_actor[0].kicking = true;
 			_kickBenProgress = true;
 		}
 	} else {

Index: insane_enemy.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane_enemy.cpp,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -d -r1.5 -r1.6
--- insane_enemy.cpp	25 Jan 2004 05:25:49 -0000	1.5
+++ insane_enemy.cpp	30 Jan 2004 02:14:29 -0000	1.6
@@ -212,7 +212,7 @@
 				case 6:
 					if (!_enemyState[EN_ROTT1][7]) {
 						_enemyState[EN_ROTT1][7] = 1;
-						if (_enemy[EN_ROTT1].field_8)
+						if (_enemy[EN_ROTT1].occurences)
 							prepareScenePropScene(55, 0, 0);
 					}
 					break;
@@ -1334,10 +1334,10 @@
 	int buttons;
 
 	if (_actor[1].damage < _actor[1].maxdamage) {
-		_actor[1].lost = 0;
+		_actor[1].lost = false;
 	} else {
 		if (!_actor[1].lost && !_actor[1].lost) {
-			_actor[1].lost = 1;
+			_actor[1].lost = true;
 			_actor[1].act[2].state = 36;
 			_actor[1].act[1].state = 36;
 			_actor[1].act[0].state = 36;
@@ -1636,7 +1636,7 @@
 	case 106:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		smlayer_setActorFacing(1, 2, 29, 180);
 		_actor[1].act[2].state = 107;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1644,7 +1644,7 @@
 	case 107:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 8)
 			_actor[1].damage = _actor[1].maxdamage + 10;
 
@@ -1653,7 +1653,7 @@
 	case 108:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		smlayer_setActorFacing(1, 2, 28, 180);
 		_actor[1].act[2].state = 109;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1661,7 +1661,7 @@
 	case 109:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 6)
 			_actor[1].damage = _actor[1].maxdamage + 10;
 
@@ -1670,8 +1670,8 @@
 	case 73:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 1;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = true;
 		if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
 			smlayer_setActorFacing(1, 2, 19, 180);
 			_actor[1].act[2].state = 74;
@@ -1682,8 +1682,8 @@
 	case 74:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 0;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = false;
 		if (_actor[1].act[2].frame >= 2) {
 			smlayer_setActorFacing(1, 2, 9, 180);
 			_actor[1].act[2].state = 1;
@@ -1694,8 +1694,8 @@
 	case 79:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 1;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = true;
 		if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
 			smlayer_setActorFacing(1, 2, 23, 180);
 			_actor[1].act[2].state = 80;
@@ -1705,8 +1705,8 @@
 	case 80:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 0;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = false;
 		if (_actor[1].act[2].frame >= 6) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 63;
@@ -1716,8 +1716,8 @@
 	case 81:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 1;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = true;
 		if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
 			smlayer_setActorFacing(1, 2, 23, 180);
 			_actor[1].act[2].state = 82;
@@ -1727,8 +1727,8 @@
 	case 82:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 0;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = false;
 		if (_actor[1].act[2].frame >= 3) {
 			smlayer_setActorFacing(1, 2, 26, 180);
 			_actor[1].act[2].state = 64;
@@ -1738,8 +1738,8 @@
 	case 77:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 1;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = true;
 		if (_actor[1].act[2].frame >= 1 && !_kickEnemyProgress) {
 			smlayer_setActorFacing(1, 2, 23, 180);
 			_actor[1].act[2].state = 78;
@@ -1749,8 +1749,8 @@
 	case 78:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 0;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = false;
 		if (_actor[1].act[2].frame >= 5) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 65;
@@ -1760,8 +1760,8 @@
 	case 83:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 0;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 1;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = true;
 		if (_actor[1].act[2].frame >= 2 && !_kickEnemyProgress) {
 			smlayer_setActorFacing(1, 2, 23, 180);
 			_actor[1].act[2].state = 84;
@@ -1771,8 +1771,8 @@
 	case 84:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 0;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 0;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = false;
 		if (_actor[1].act[2].frame >= 5) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 66;
@@ -1782,8 +1782,8 @@
 	case 75:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 1;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = true;
 		if (_actor[1].act[2].frame >= 4 && !_kickEnemyProgress) {
 			smlayer_setActorFacing(1, 2, 23, 180);
 			_actor[1].act[2].state = 76;
@@ -1793,8 +1793,8 @@
 	case 76:
 		smlayer_setActorLayer(1, 2, 6);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
-		_actor[1].field_44 = 0;
+		_actor[1].kicking = false;
+		_actor[1].field_44 = false;
 		if (_actor[1].act[2].frame >= 4) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 62;
@@ -1804,7 +1804,7 @@
 	case 2:
 		smlayer_setActorLayer(1, 2, 4);
 		smlayer_setActorFacing(1, 2, 17, 180);
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		_actor[1].weaponClass = 1;
 		_actor[1].act[2].state = 3;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1822,19 +1822,19 @@
 			smlayer_setActorFacing(1, 2, 20, 180);
 			_actor[1].act[2].state = 4;
 		}
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
 		break;
 	case 4:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 2) {
 			smlayer_setActorFacing(1, 2, 9, 180);
 			_actor[1].act[2].state = 1;
 			_actor[1].act[2].animTilt = -1000;
 			_actor[1].weaponClass = 2;
-			_actor[1].kicking = 0;
+			_actor[1].kicking = false;
 		}
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
 		break;
@@ -1844,7 +1844,7 @@
 	case 10:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		smlayer_setActorFacing(1, 2, 19, 180);
 		_actor[1].act[2].state = 11;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1853,7 +1853,7 @@
 	case 11:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 2) {
 			if (weaponEnemyIsEffective()) {
 				smlayer_setActorFacing(1, 2, 22, 180);
@@ -1868,7 +1868,7 @@
 	case 12:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 1) {
 			switch (_actor[0].weapon) {
 			case INV_CHAIN:
@@ -1897,7 +1897,7 @@
 	case 13:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 3) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 63;
@@ -1907,7 +1907,7 @@
 	case 14:
 		smlayer_setActorLayer(1, 2, 8);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		smlayer_setActorFacing(1, 2, 19, 180);
 		_actor[1].act[2].state = 15;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -1916,7 +1916,7 @@
 	case 15:
 		smlayer_setActorLayer(1, 2, 8);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 5) {
 			switch (_actor[0].weapon) {
 			case INV_CHAIN:
@@ -1943,7 +1943,7 @@
 	case 16:
 		smlayer_setActorLayer(1, 2, 8);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 3) {
 			switch (_actor[0].weapon) {
 			case INV_CHAIN:
@@ -1969,7 +1969,7 @@
 	case 17:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 1) {
 			smlayer_setActorFacing(1, 2, 26, 180);
 			_actor[1].act[2].state = 64;
@@ -1980,7 +1980,7 @@
 	case 18:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		smlayer_setActorFacing(1, 2, 19, 180);
 		_actor[1].act[2].state = 19;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2035,7 +2035,7 @@
 	case 20:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 1) {
 			switch (_actor[1].weapon) {
 			case INV_CHAINSAW:
@@ -2060,7 +2060,7 @@
 	case 21:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 5) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 65;
@@ -2070,7 +2070,7 @@
 	case 110:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		smlayer_setActorFacing(1, 2, 30, 180);
 		_actor[1].act[2].state = 111;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2078,7 +2078,7 @@
 	case 111:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 7) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 65;
@@ -2089,7 +2089,7 @@
 	case 22:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 0;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		smlayer_setActorFacing(1, 2, 19, 180);
 		_actor[1].act[2].state = 23;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2098,7 +2098,7 @@
 	case 23:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 0;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (weaponEnemyIsEffective()) {
 			smlayer_setActorFacing(1, 2, 22, 180);
 			_actor[1].act[2].state = 83;
@@ -2114,7 +2114,7 @@
 	case 24:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 0;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 1) {
 			tmp = calcBenDamage(1, 1);
 
@@ -2133,7 +2133,7 @@
 	case 25:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 0;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 3) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 66;
@@ -2144,7 +2144,7 @@
 	case 26:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		smlayer_setActorFacing(1, 2, 19, 180);
 		_actor[1].act[2].state = 27;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2153,7 +2153,7 @@
 	case 27:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 1) {
 			if (weaponEnemyIsEffective()) {
 				smlayer_setActorFacing(1, 2, 22, 180);
@@ -2169,7 +2169,7 @@
 	case 28:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 1;
+		_actor[1].kicking = true;
 		if (_actor[1].act[2].frame >= 3) {
 			tmp = calcBenDamage(1, 1);
 			if (tmp == 1)
@@ -2185,18 +2185,18 @@
 	case 29:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 6) {
 			smlayer_setActorFacing(1, 2, 25, 180);
 			_actor[1].act[2].state = 62;
-			_actor[1].kicking = 0;
+			_actor[1].kicking = false;
 		}
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
 		break;
 	case 93:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		smlayer_setActorFacing(1, 2, 18, 180);
 		_actor[1].act[2].state = 94;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
@@ -2204,7 +2204,7 @@
 	case 94:
 		smlayer_setActorLayer(1, 2, 4);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 15) {
 			smlayer_setActorCostume(1, 2, readArray(44));
 			smlayer_setActorFacing(1, 2, 6, 180);
@@ -2216,7 +2216,7 @@
 		break;
 	case 95:
 		smlayer_setActorLayer(1, 2, 4);
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 19) {
 			queueSceneSwitch(1, _smush_minedrivFlu, "minedriv.san", 64, 0, 
 							 _continueFrame1, 1300);
@@ -2225,7 +2225,7 @@
 		break;
 	case 92:
 		smlayer_setActorLayer(1, 2, 5);
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		break;
 	case 97:
 		smlayer_setActorLayer(1, 2, 25);
@@ -2239,7 +2239,7 @@
 	case 89:
 		smlayer_setActorLayer(1, 2, 26);
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_val121_)
 			smlayer_setActorFacing(1, 2, 13, 180);
 		else
@@ -2252,13 +2252,13 @@
 	case 90:
 		smlayer_setActorLayer(1, 2, 26);
 		_actor[1].weaponClass = 2;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		if (_actor[1].act[2].frame >= 5)
 			if (_actor[1].x - _actor[0].x <= 125)
 				_actor[0].damage += 90;
 
 		if (_actor[1].act[2].frame >= 12) {
-			_actor[1].kicking = 0;
+			_actor[1].kicking = false;
 			setEnemyState();
 			smlayer_setActorLayer(1, 2, 5);
 		}
@@ -2266,13 +2266,13 @@
 		break;
 	case 91:
 		smlayer_setActorLayer(1, 2, 26);
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		break;
 	case 36:
-		_actor[1].lost = 1;
+		_actor[1].lost = true;
 		_actor[1].field_54 = 1;
 		_actor[1].cursorX = 0;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		smlayer_setActorCostume(1, 2, readArray(_enemy[_currEnemy].costumevar));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		smlayer_setActorLayer(1, 2, 25);
@@ -2297,7 +2297,7 @@
 		}
 	case 37:
 		_actor[1].cursorX = 0;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 
 		if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe) {
 			if (_actor[1].x >= 50 && _actor[1].x <= 270)
@@ -2315,15 +2315,15 @@
 		}
 		break;
 	case 102:
-		_actor[1].lost = 1;
+		_actor[1].lost = true;
 		_actor[1].cursorX = 0;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		smlayer_setActorCostume(1, 2, readArray(40));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		smlayer_setActorLayer(1, 2, 25);
 		_actor[1].act[2].state = 103;
 	case 103:
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		
 		if (_actor[1].act[2].frame >= 18 || ((_actor[1].x < 50 || _actor[1].x > 270) &&
 											 _actor[1].act[2].frame >= 9)) {
@@ -2333,8 +2333,8 @@
 		}
 		break;
 	case 113:
-		_actor[1].lost = 1;
-		_actor[1].kicking = 0;
+		_actor[1].lost = true;
+		_actor[1].kicking = false;
 		smlayer_setActorCostume(1, 2, readArray(46));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		smlayer_setActorLayer(1, 2, 25);
@@ -2347,7 +2347,7 @@
 		break;
 	case 114:
 		smlayer_setActorLayer(1, 2, 25);
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		
 		if (_actor[1].act[2].frame >= 16) {
 			if (_actor[1].x >= 50 && _actor[1].x <= 270)
@@ -2361,8 +2361,8 @@
 		}
 		break;
 	case 115:
-		_actor[1].lost = 1;
-		_actor[1].kicking = 0;
+		_actor[1].lost = true;
+		_actor[1].kicking = false;
 		smlayer_setActorCostume(1, 2, readArray(47));
 		smlayer_setActorFacing(1, 2, 6, 180);
 		smlayer_setActorLayer(1, 2, 25);
@@ -2374,7 +2374,7 @@
 		break;
 	case 116:
 		smlayer_setActorLayer(1, 2, 25);
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		
 		if (_actor[1].act[2].frame >= 17) {
 			if (_actor[1].x >= 50 && _actor[1].x <= 270)
@@ -2389,7 +2389,7 @@
 		break;
 	case 38:
 		smlayer_setActorLayer(1, 2, 25);
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 
 		if (_actor[1].act[2].frame < _enemy[_currEnemy].maxframe + 20)
 			break;
@@ -2406,7 +2406,7 @@
 		break;
 	case 34:
 		smlayer_setActorLayer(1, 2, 5);
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		
 		if (!smlayer_actorNeedRedraw(1, 2)) {
 			setEnemyState();
@@ -2418,7 +2418,7 @@
 		break;
 	case 35:
 		smlayer_setActorLayer(1, 2, 5);
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		
 		if (!smlayer_actorNeedRedraw(1, 2)) {
 			switchEnemyWeapon();
@@ -2433,7 +2433,7 @@
 			_actor[1].act[2].animTilt = 0;
 		}
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
 		break;
 	case 64:
@@ -2443,7 +2443,7 @@
 			_actor[1].act[2].animTilt = 0;
 		}
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
 		break;
 	case 65:
@@ -2453,7 +2453,7 @@
 			_actor[1].act[2].animTilt = 0;
 		}
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
 		break;
 	case 66:
@@ -2463,7 +2463,7 @@
 			_actor[1].act[2].animTilt = 0;
 		}
 		_actor[1].weaponClass = 1;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		_actor[1].act[2].tilt = calcTilt(_actor[1].tilt);
 		break;
 	case 98:
@@ -2476,7 +2476,7 @@
 			smlayer_setActorFacing(1, 2, 7, 180);
 			_actor[1].act[2].state = 100;
 		}
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		break;
 	case 99:
 		smlayer_setActorLayer(1, 2, 5);
@@ -2488,7 +2488,7 @@
 			smlayer_setActorFacing(1, 2, 8, 180);
 			_actor[1].act[2].state = 101;
 		}
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		break;
 	case 100:
 		smlayer_setActorLayer(1, 2, 5);
@@ -2496,7 +2496,7 @@
 			smlayer_setActorFacing(1, 2, 9, 180);
 			_actor[1].act[2].state = 99;
 		}
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		break;
 	case 101:
 		smlayer_setActorLayer(1, 2, 5);
@@ -2504,12 +2504,12 @@
 			smlayer_setActorFacing(1, 2, 6, 180);
 			_actor[1].act[2].state = 98;
 		}
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 		break;
 	case 1:
 		smlayer_setActorLayer(1, 2, 5);
 		_actor[1].weaponClass = 2;
-		_actor[1].kicking = 0;
+		_actor[1].kicking = false;
 
 		switch (_actor[1].tilt) {
 		case -3:

Index: insane_iact.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane_iact.cpp,v
retrieving revision 1.8
retrieving revision 1.9
diff -u -d -r1.8 -r1.9
--- insane_iact.cpp	28 Jan 2004 04:07:54 -0000	1.8
+++ insane_iact.cpp	30 Jan 2004 02:14:29 -0000	1.9
@@ -89,6 +89,7 @@
 			proc62();
 			_val32d = _enemy[_currEnemy].field_34;
 		}
+
 		if (_val32d == par4)
 			clearBit(par5);
 		else
@@ -101,7 +102,7 @@
 		}
 		break;
 	case 4:
-		if (par3 == 1 || _val32d < 0 || _val32d > 4)
+		if (par3 == 1 && (_val32d < 0 || _val32d > 4))
 			setBit(b.getWord());
 		break;
 	case 5:
@@ -115,7 +116,7 @@
 		par9 = b.getWord();  // +16 bx
 		tmp = b.getWord();   // +18
 		par11 = b.getWord(); // +20 cx
-		tmp = b.getWord();   // +12
+		tmp = b.getWord();   // +22
 		par13 = b.getWord(); // +24 ax
 		
 		if (par13 > _actor[0].x || par11 < _actor[0].x) {
@@ -195,7 +196,7 @@
 		if (readArray(8)) {
 			smlayer_drawSomething(renderBitmap, codecparam, 270, 20, 3, 
 								  _smush_iconsNut, 20, 0, 0);
-			_val122_ = true;
+			_benHasGoggles = true;
 		}
 }
 
@@ -203,11 +204,10 @@
 	if (readArray(58) != 0)
 		_enemy[EN_TORQUE].field_10 = 1;
 
-	if (_enemy[EN_TORQUE].field_8 == 0) {
+	if (_enemy[EN_TORQUE].occurences == 0) {
 		_currEnemy = EN_TORQUE;
 		_val215d++;
 		_val216d[_val215d] = EN_TORQUE;
-		_val214d = _currEnemy;
 		return;
 	}
 
@@ -235,7 +235,7 @@
 	if (edi >= 14)
 		goto loc5;
 
-	edx = rand() / 11;
+	edx = rand() % 11;
 
 	esi = edx;
 
@@ -320,14 +320,12 @@
 		goto loc6;
 
 	loc12:
-	if (ebx != 0)
-		goto loc13;
-
-	_val215d = ebp;
-	edi = ebp;
-	goto _loop1;
+	if (ebx == 0) {
+		_val215d = ebp;
+		edi = ebp;
+		goto _loop1;
+	}
 
-	loc13:
 	edx = _val215d;
 	edx++;
 	_val216d[edx] = esi;
@@ -344,7 +342,6 @@
 		goto _loop1;
 
 	_currEnemy = esi;
-	_val214d = _currEnemy;
 }
 
 void Insane::proc63(void) {
@@ -488,9 +485,19 @@
 	par4 = b.getWord();
 
 	switch (par1) {
+	case 7:
+		par5 = b.getWord();
+		if (par4 != 3)
+			break;
+
+		if (par5 >= _actor[0].x)
+			break;
+
+		_actor[0].x = par5;
+		break;
 	case 2:
 	case 4:
-		par5 = b.getWord(); // si
+		par5 = b.getWord();
 		switch (par3) {
 		case 1:
 			if (par4 == 1) {
@@ -534,7 +541,7 @@
 				return;
 
 			writeArray(1, _posBrokenTruck);
-			writeArray(3, _val53d);
+			writeArray(3, _posVista);
 			smush_setToFinish();
 
 			break;
@@ -590,7 +597,7 @@
 				smlayer_showStatusMsg(-1, renderBitmap, codecparam, 24, 167, 1,
 									  2, 0, "%s", handleTrsTag(5000));
 			}
-			_val124_ = true;
+			_objectDetected = true;
 			break;
 		case 11:
 			smlayer_drawSomething(renderBitmap, codecparam, 28, 48, 1, 
@@ -602,8 +609,8 @@
 				smlayer_showStatusMsg(-1, renderBitmap, codecparam, 24, 167, 1,
 									  2, 0, "%s", handleTrsTag(5001));
 			}
-			_val124_ = true;
-			_val123_ = true;
+			_objectDetected = true;
+			_mineCaveIsNear = true;
 			break;
 		}
 		break;

Index: insane_scenes.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/insane/insane_scenes.cpp,v
retrieving revision 1.8
retrieving revision 1.9
diff -u -d -r1.8 -r1.9
--- insane_scenes.cpp	28 Jan 2004 04:07:54 -0000	1.8
+++ insane_scenes.cpp	30 Jan 2004 02:14:29 -0000	1.9
@@ -145,15 +145,15 @@
 	writeArray(53, _actor[0].inventory[INV_2X4]);
 	writeArray(54, _actor[0].inventory[INV_WRENCH]);
 	writeArray(55, _actor[0].inventory[INV_DUST]);
-	writeArray(337, _enemy[EN_TORQUE].field_8);
-	writeArray(329, _enemy[EN_ROTT1].field_8);
-	writeArray(330, _enemy[EN_ROTT2].field_8);
-	writeArray(331, _enemy[EN_ROTT3].field_8);
-	writeArray(332, _enemy[EN_VULTF1].field_8);
-	writeArray(333, _enemy[EN_VULTM1].field_8);
-	writeArray(334, _enemy[EN_VULTF2].field_8);
-	writeArray(335, _enemy[EN_VULTM2].field_8);
-	writeArray(336, _enemy[EN_CAVEFISH].field_8);
+	writeArray(337, _enemy[EN_TORQUE].occurences);
+	writeArray(329, _enemy[EN_ROTT1].occurences);
+	writeArray(330, _enemy[EN_ROTT2].occurences);
+	writeArray(331, _enemy[EN_ROTT3].occurences);
+	writeArray(332, _enemy[EN_VULTF1].occurences);
+	writeArray(333, _enemy[EN_VULTM1].occurences);
+	writeArray(334, _enemy[EN_VULTF2].occurences);
+	writeArray(335, _enemy[EN_VULTM2].occurences);
+	writeArray(336, _enemy[EN_CAVEFISH].occurences);
 	writeArray(339, _enemy[EN_VULTF2].field_10);
 	writeArray(56, _enemy[EN_CAVEFISH].field_10);
 	writeArray(340, _enemy[EN_VULTM2].field_10);
@@ -600,7 +600,6 @@
 	}
 	if (phase == 1) {
 		_sceneData1Loaded = 1;
-		_val11d = 0;
 	}
 	return retvalue;
 }
@@ -736,7 +735,7 @@
 	_actor[1].tilt = 0;
 	_actor[1].weapon = -1;
 	_actor[1].weaponClass = 2;
-	_enemy[_currEnemy].field_8++;
+	_enemy[_currEnemy].occurences++;
 	_actor[1].maxdamage = _enemy[_currEnemy].maxdamage;
 	_actor[1].enemyHandler = _enemy[_currEnemy].handler;
 	_actor[1].animWeaponClass = 0;
@@ -764,20 +763,19 @@
 	_actor[0].scenePropSubIdx = 0;
 	_actor[0].field_54 = 0;
 	_actor[0].runningSound = 0;
-	_actor[0].lost = 0;
-	_actor[0].kicking = 0;
-	_actor[0].field_44 = 0;
+	_actor[0].lost = false;
+	_actor[0].kicking = false;
+	_actor[0].field_44 = false;
 	_actor[1].inventory[_enemy[_currEnemy].weapon] = 1;
-	_actor[0].field_44 = 0;
-	_actor[0].field_48 = 0;
+	_actor[0].field_48 = false;
 	_actor[1].defunct = 0;
 	_actor[1].scenePropSubIdx = 0;
 	_actor[1].field_54 = 0;
 	_actor[1].runningSound = 0;
-	_actor[1].lost = 0;
-	_actor[1].kicking = 0;
-	_actor[1].field_44 = 0;
-	_actor[1].field_48 = 0;
+	_actor[1].lost = false;
+	_actor[1].kicking = false;
+	_actor[1].field_44 = false;
+	_actor[1].field_48 = false;
 	if (_enemy[_currEnemy].initializer != -1)
 		enemyInitializer(_enemy[_currEnemy].initializer, _actor[1].damage, 
 							 _actor[0].damage, _actor[1].probability);
@@ -791,7 +789,7 @@
 	switchSceneIfNeeded();
 
 	if (_sceneData1Loaded) {
-		_val115_ = 1;
+		_val115_ = true;
 		if (!_keyboardDisable) {
 			smush_changeState(1);
 			_smush_isPauseImuse = true;
@@ -799,7 +797,7 @@
 			_keyboardDisable = 1;
 		}
 	} else {
-		_val115_ = 0;
+		_val115_ = false;
 		if (_keyboardDisable) {
 			smush_changeState(0);
 			_smush_isPauseImuse = false;
@@ -1010,8 +1008,8 @@
 	_val121_ = false;
 	_roadLeftBranch = false;
 	_roadRightBranch = false;
-	_val122_ = false;
-	_val123_ = false;
+	_benHasGoggles = false;
+	_mineCaveIsNear = false;
 	_continueFrame1 = curFrame;
 }
 
@@ -1055,7 +1053,7 @@
 	// FIXME: it should be transparent, so now it is disabled
 	//smlayer_drawSomething(renderBitmap, codecparam, 0, 0, 1, _smush_bensgoggNut, 0, 0, 0);
 	
-	if (!_val124_)
+	if (!_objectDetected)
 		smlayer_drawSomething(renderBitmap, codecparam, 24, 170, 1, 
 							  _smush_iconsNut, 23, 0, 0);
 	
@@ -1067,10 +1065,10 @@
 		smlayer_setFluPalette(_smush_goglpaltRip, 0);
 	}
 	_val121_ = false;
-	_val123_ = false;
+	_mineCaveIsNear = false;
 	_roadLeftBranch = false;
 	_roadRightBranch = false;
-	_val124_ = false;
+	_objectDetected = false;
 	_counter1++;
 	_continueFrame1 = curFrame;
 	if (_counter1 >= 10)
@@ -1153,7 +1151,7 @@
 				if (!_needSceneSwitch)
 					queueSceneSwitch(15, 0, "vistthru.san", 64, 0, 0, 0);
 			} else {
-				writeArray(1, _val53d);
+				writeArray(1, _posVista);
 				smush_setToFinish();
 			}
 		}
@@ -1307,7 +1305,7 @@
 		case EN_ROTT2:
 			turnBen(true);
 
-			if (_enemy[1].field_8 <= 1)
+			if (_enemy[EN_ROTT2].occurences <= 1)
 				prepareScenePropScene(32, 0, 1);
 			else
 				prepareScenePropScene(33, 0, 1);
@@ -1315,19 +1313,19 @@
 		case EN_ROTT3:
 			turnBen(true);
 
-			if (_enemy[1].field_8 <= 1)
+			if (_enemy[EN_ROTT3].occurences <= 1)
 				prepareScenePropScene(25, 0, 1);
 			break;
 		case EN_VULTF1:
 			turnBen(true);
 
-			if (_enemy[1].field_8 <= 1)
+			if (_enemy[EN_VULTF1].occurences <= 1)
 				prepareScenePropScene(2, 0, 1);
 			break;
 		case EN_VULTF2:
 			turnBen(true);
 
-			if (_enemy[1].field_8 <= 1)
+			if (_enemy[EN_VULTF2].occurences <= 1)
 				prepareScenePropScene(9, 0, 1);
 			else
 				prepareScenePropScene(16, 0, 1);
@@ -1340,7 +1338,7 @@
 			break;
 		case EN_TORQUE:
 			turnBen(false);
-			writeArray(1, _val51d);
+			writeArray(1, _posFatherTorque);
 			smush_setToFinish();
 			break;
 		case EN_ROTT1:
@@ -1353,7 +1351,7 @@
 	} else {
 		switch (_currEnemy) {
 		case EN_VULTM2:
-			if (_enemy[EN_VULTM2].field_8 <= 1)
+			if (_enemy[EN_VULTM2].occurences <= 1)
 				turnBen(false);
 			else
 				turnBen(true);





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