[Scummvm-cvs-logs] CVS: scummvm/saga actor.cpp,1.186,1.187 itedata.cpp,1.9,1.10
Torbjörn Andersson
eriktorbjorn at users.sourceforge.net
Wed Sep 28 07:28:26 CEST 2005
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Update of /cvsroot/scummvm/scummvm/saga
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv19847
Modified Files:
actor.cpp itedata.cpp
Log Message:
Some very minor cleanups. (Basically the remains of a failed experiment.)
Index: actor.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/actor.cpp,v
retrieving revision 1.186
retrieving revision 1.187
diff -u -d -r1.186 -r1.187
--- actor.cpp 28 Sep 2005 06:33:13 -0000 1.186
+++ actor.cpp 28 Sep 2005 14:27:15 -0000 1.187
@@ -271,7 +271,7 @@
obj->_location.z = ITE_ObjectTable[i].z;
}
} else {
- // TODO. This is causing problems for SYMBIAN os as it does n't like a static class here
+ // TODO. This is causing problems for SYMBIAN os as it doesn't like a static class here
ActorData dummyActor;
dummyActor._frames = NULL;
@@ -306,7 +306,7 @@
int framesCount;
ActorFrameSequence *framesPointer;
int lastFrame = 0;
- int i, orient;
+ int orient;
int resourceId;
bool gotSomething = false;
@@ -324,7 +324,7 @@
MemoryReadStreamEndian readS(resourcePointer, resourceLength, _actorContext->isBigEndian);
- for (i = 0; i < framesCount; i++) {
+ for (int i = 0; i < framesCount; i++) {
for (orient = 0; orient < ACTOR_DIRECTIONS_COUNT; orient++) {
// Load all four orientations
framesPointer[i].directions[orient].frameIndex = readS.readUint16();
@@ -350,7 +350,6 @@
return true;
}
-
resourceId = actor->_spriteListResourceId;
if (resourceId) {
@@ -358,7 +357,6 @@
_vm->_sprite->loadList(resourceId, actor->_spriteList);
- i = actor->_spriteList.spriteCount;
if (actor->_flags & kExtended) {
while ((lastFrame >= actor->_spriteList.spriteCount)) {
resourceId++;
Index: itedata.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/itedata.cpp,v
retrieving revision 1.9
retrieving revision 1.10
diff -u -d -r1.9 -r1.10
--- itedata.cpp 16 Aug 2005 19:04:51 -0000 1.9
+++ itedata.cpp 28 Sep 2005 14:27:18 -0000 1.10
@@ -32,7 +32,7 @@
ActorTableData ITE_ActorTable[ITE_ACTORCOUNT] = {
// Original used so called permanent actors for first three and that was designed by
// EXTENDED object flag. They contained frames in more than one resource. We use
- // different technique here see "Apppending to sprite list" in loadActorResources()
+ // different technique here see "Appending to sprite list" in loadActorResources()
// flags name scene x y z spr frm scp col
// ------------ ---- ---- ---- ----- ---- ---- ---- --- ---- -- -- --
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