[Scummvm-git-logs] scummvm master -> c2252339495f6d48dcfdd33c026bde60ed223396

a-yyg 76591232+a-yyg at users.noreply.github.com
Wed Aug 18 21:17:07 UTC 2021


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
c225233949 SAGA2: Rename Actor class variables


Commit: c2252339495f6d48dcfdd33c026bde60ed223396
    https://github.com/scummvm/scummvm/commit/c2252339495f6d48dcfdd33c026bde60ed223396
Author: a/ (yuri.kgpps at gmail.com)
Date: 2021-08-19T06:15:39+09:00

Commit Message:
SAGA2: Rename Actor class variables

Changed paths:
    engines/saga2/actor.cpp
    engines/saga2/actor.h
    engines/saga2/assign.cpp
    engines/saga2/band.cpp
    engines/saga2/beegee.cpp
    engines/saga2/dispnode.cpp
    engines/saga2/effects.cpp
    engines/saga2/enchant.cpp
    engines/saga2/intrface.cpp
    engines/saga2/motion.cpp
    engines/saga2/motion.h
    engines/saga2/objects.cpp
    engines/saga2/objproto.cpp
    engines/saga2/path.cpp
    engines/saga2/player.cpp
    engines/saga2/sagafunc.cpp
    engines/saga2/sensor.cpp
    engines/saga2/speech.cpp
    engines/saga2/task.cpp
    engines/saga2/task.h
    engines/saga2/tilemode.cpp


diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index e006dfe686..193c5d2585 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -373,7 +373,7 @@ bool ActorProto::acceptDamageAction(
 	int16       damageScore = 0;
 	Actor       *a = (Actor *)GameObject::objectAddress(dObj);
 	Actor       *enactorPtr;
-	int16       &vitality = a->effectiveStats.vitality;
+	int16       &vitality = a->_effectiveStats.vitality;
 	bool        resistant = a->resists((effectResistTypes) dType);
 	PlayerActorID   pID;
 
@@ -436,7 +436,7 @@ bool ActorProto::acceptDamageAction(
 		//  morale check
 		if (damageScore >= vitality) {
 			MotionTask::die(*a);
-			AddFactionTally(a->faction, factionNumKills, 1);
+			AddFactionTally(a->_faction, factionNumKills, 1);
 			if (enactorPtr != NULL)
 				enactorPtr->handleSuccessfulKill(a);
 		} else
@@ -480,7 +480,7 @@ bool ActorProto::acceptHealingAction(
 	assert(isActor(dObj));
 
 	Actor       *a = (Actor *)GameObject::objectAddress(dObj);
-	int16       &vitality = a->effectiveStats.vitality;
+	int16       &vitality = a->_effectiveStats.vitality;
 	int16       maxVitality = (a->getBaseStats())->vitality;
 	PlayerActorID   pID;
 
@@ -551,7 +551,7 @@ bool ActorProto::acceptStrikeAction(
 	hitChance -= armorAttribs.defenseBonus;
 
 	//  Factor in dodging bonus if any
-	if (a->moveTask != NULL && a->moveTask->isDodging(enactorPtr))
+	if (a->_moveTask != NULL && a->_moveTask->isDodging(enactorPtr))
 		hitChance -= dodgingBonus;
 
 	hitChance = MAX<uint8>(hitChance, 5);
@@ -661,9 +661,9 @@ bool ActorProto::acceptInsertionAtAction(
 	//  Determine if this object is simply being moved within this actor
 	if (oldLoc.context == dObj) {
 		//  Determine if and where the object is in use by this actor
-		if (a->leftHandObject == item)
+		if (a->_leftHandObject == item)
 			inUseType = heldInLeftHand;
-		else if (a->rightHandObject == item)
+		else if (a->_rightHandObject == item)
 			inUseType = heldInRightHand;
 		else {
 			int     i;
@@ -671,7 +671,7 @@ bool ActorProto::acceptInsertionAtAction(
 			inUseType = notInUse;
 
 			for (i = 0; i < ARMOR_COUNT; i++) {
-				if (a->armorObjects[i] == item) {
+				if (a->_armorObjects[i] == item) {
 					inUseType = worn;
 					wornWhere = i;
 					break;
@@ -728,7 +728,7 @@ void ActorProto::initiateAttack(ObjectID attacker, ObjectID target) {
 	GameObject  *targetPtr = GameObject::objectAddress(target);
 
 	//  Start the attack motion
-	if (attackerPtr->appearance != NULL) {
+	if (attackerPtr->_appearance != NULL) {
 		if (attackerPtr->isActionAvailable(actionSwingHigh))
 			MotionTask::oneHandedSwing(*attackerPtr, *targetPtr);
 		else if (attackerPtr->isActionAvailable(actionTwoHandSwingHigh))
@@ -766,16 +766,16 @@ void ActorProto::doBackgroundUpdate(GameObject *obj) {
 			//  If this is a temporary actor waiting for expiration,
 			//  then decrement the expiration counter and possibly
 			//  delete the actor
-			if ((a->flags & Actor::temporary) || a->isDead()) {
-				if (a->deactivationCounter <= 0) {
+			if ((a->_flags & Actor::temporary) || a->isDead()) {
+				if (a->_deactivationCounter <= 0) {
 					a->deleteObjectRecursive();
 					return;
-				} else a->deactivationCounter--;
+				} else a->_deactivationCounter--;
 			} else {
 				//  If the actor has failed morale there is a random
 				//  chance of him regaining his courage
-				if ((a->flags & Actor::afraid) && g_vm->_rnd->getRandomNumber(127) == 0)
-					a->flags &= ~Actor::afraid;
+				if ((a->_flags & Actor::afraid) && g_vm->_rnd->getRandomNumber(127) == 0)
+					a->_flags &= ~Actor::afraid;
 			}
 		}
 
@@ -940,7 +940,7 @@ struct ActorArchive {
 	int16               currentRecoveryPoints;
 	ObjectID            leaderID;
 	BandID              followersID;
-	ObjectID            armorObjects[ARMOR_COUNT];
+	ObjectID            _armorObjects[ARMOR_COUNT];
 	ObjectID            currentTargetID;
 	int16               scriptVar[actorScriptVars];
 };
@@ -960,8 +960,6 @@ void Actor::init(
     uint8   colorSchemeIndex,
     uint8   factionNum,
     uint8   initFlags) {
-	int         i;
-
 	debugC(1, kDebugActors, "Actor init flags: %d, permanent: %d", initFlags, initFlags & actorPermanent);
 
 	//  Fixup the prototype pointer to point to an actor prototype
@@ -978,67 +976,71 @@ void Actor::init(
 	_data.hitPoints = 0;
 
 	//  Initialize actor field
-	faction             = factionNum;
-	colorScheme         = colorSchemeIndex;
-	appearanceID        = appearanceNum;
-	attitude            = 0;
-	mood                = 0;
-	disposition         = 0;
-	currentFacing       = dirDown;
-	tetherLocU          = 0;
-	tetherLocV          = 0;
-	tetherDist          = 0;
-	leftHandObject      = Nothing;
-	rightHandObject     = Nothing;
-	schedule            = 0;
-	memset(&knowledge, 0, sizeof(knowledge));
+	_faction             = factionNum;
+	_colorScheme         = colorSchemeIndex;
+	_appearanceID        = appearanceNum;
+	_attitude            = 0;
+	_mood                = 0;
+	_disposition         = 0;
+	_currentFacing       = dirDown;
+	_tetherLocU          = 0;
+	_tetherLocV          = 0;
+	_tetherDist          = 0;
+	_leftHandObject      = Nothing;
+	_rightHandObject     = Nothing;
+	_schedule            = 0;
+
+	for (uint i = 0; i < ARRAYSIZE(_knowledge); ++i)
+		_knowledge[i] = 0;
 
 	//  Initialize the rest of the data members
-	*((uint32 *)conversationMemory) = 0L;
-	currentAnimation    = actionStand;
-	currentPose         = 0;
-	animationFlags      = 0;
-	flags               = 0;
+	for (uint i = 0; i < ARRAYSIZE(_conversationMemory); ++i)
+		_conversationMemory[i] = 0;
+
+	_currentAnimation    = actionStand;
+	_currentPose         = 0;
+	_animationFlags      = 0;
+	_flags               = 0;
 	if (!(initFlags & actorPermanent))
-		flags |= temporary;
-
-	poseInfo.flags = 0;
-	poseInfo.actorFrameIndex = 0;
-	poseInfo.actorFrameBank = 0;
-	poseInfo.leftObjectIndex = 0;
-	poseInfo.rightObjectIndex = 0;
-	poseInfo.leftObjectOffset.x = poseInfo.leftObjectOffset.y = 0;
-	poseInfo.rightObjectOffset.x = poseInfo.rightObjectOffset.y = 0;
-
-	appearance          = NULL;
-	cycleCount          = 0;
-	kludgeCount         = 0;
-	moveTask            = NULL;
-	enchantmentFlags    = 0L;
-	curTask             = NULL;
-	currentGoal         = actorGoalFollowAssignment;
-	deactivationCounter = 0;
+		_flags |= temporary;
+
+	_poseInfo.flags = 0;
+	_poseInfo.actorFrameIndex = 0;
+	_poseInfo.actorFrameBank = 0;
+	_poseInfo.leftObjectIndex = 0;
+	_poseInfo.rightObjectIndex = 0;
+	_poseInfo.leftObjectOffset.x = _poseInfo.leftObjectOffset.y = 0;
+	_poseInfo.rightObjectOffset.x = _poseInfo.rightObjectOffset.y = 0;
+
+	_appearance          = NULL;
+	_cycleCount          = 0;
+	_kludgeCount         = 0;
+	_moveTask            = NULL;
+	_enchantmentFlags    = 0L;
+	_curTask             = NULL;
+	_currentGoal         = actorGoalFollowAssignment;
+	_deactivationCounter = 0;
 	_assignment = nullptr;
 
 	memcpy(
-	    &effectiveStats,
+	    &_effectiveStats,
 	    &((ActorProto *)prototype)->baseStats,
-	    sizeof(effectiveStats));
-	effectiveStats.vitality = MAX<int16>(effectiveStats.vitality, 1);
-
-	actionCounter       = 0;
-	effectiveResistance = 0;
-	effectiveImmunity   = 0;
-	recPointsPerUpdate      = BASE_REC_RATE;
-	currentRecoveryPoints   = 0;
-	leader              = NULL;
-	followers           = NULL;
+	    sizeof(_effectiveStats));
+	_effectiveStats.vitality = MAX<int16>(_effectiveStats.vitality, 1);
+
+	_actionCounter       = 0;
+	_effectiveResistance = 0;
+	_effectiveImmunity   = 0;
+	_recPointsPerUpdate      = BASE_REC_RATE;
+	_currentRecoveryPoints   = 0;
+	_leader              = NULL;
+	_followers           = NULL;
 	_followersID = NoBand;
-	for (i = 0; i < ARMOR_COUNT; i++)
-		armorObjects[i] = Nothing;
-	currentTarget       = NULL;
-	for (i = 0; i < actorScriptVars; i++)
-		scriptVar[i] = 0;
+	for (int i = 0; i < ARMOR_COUNT; i++)
+		_armorObjects[i] = Nothing;
+	_currentTarget       = NULL;
+	for (int i = 0; i < actorScriptVars; i++)
+		_scriptVar[i] = 0;
 
 	evalActorEnchantments(this);
 }
@@ -1048,138 +1050,139 @@ void Actor::init(
 //	of the rest of the data members
 Actor::Actor(void) {
 	prototype = nullptr;
-	faction             = 0;
-	colorScheme         = 0;
-	appearanceID        = 0;
-	attitude            = 0;
-	mood                = 0;
-	disposition         = 0;
-	currentFacing       = 0;
-	tetherLocU          = 0;
-	tetherLocV          = 0;
-	tetherDist          = 0;
-	leftHandObject      = 0;
-	rightHandObject     = 0;
-	schedule            = 0;
-	for (int i = 0; i < 16; ++i)
-		knowledge[i] = 0;
+	_faction             = 0;
+	_colorScheme         = 0;
+	_appearanceID        = 0;
+	_attitude            = 0;
+	_mood                = 0;
+	_disposition         = 0;
+	_currentFacing       = 0;
+	_tetherLocU          = 0;
+	_tetherLocV          = 0;
+	_tetherDist          = 0;
+	_leftHandObject      = 0;
+	_rightHandObject     = 0;
+	_schedule            = 0;
+
+	for (uint i = 0; i < ARRAYSIZE(_knowledge); ++i)
+		_knowledge[i] = 0;
 
 	//  Initialize the rest of the data members
-	for (int i = 0; i < 4; ++i)
-		conversationMemory[i] = 0;
-
-	currentAnimation    = actionStand;
-	currentPose         = 0;
-	animationFlags      = 0;
-	flags               = 0;
-
-	poseInfo.flags = 0;
-	poseInfo.actorFrameIndex = 0;
-	poseInfo.actorFrameBank = 0;
-	poseInfo.leftObjectIndex = 0;
-	poseInfo.rightObjectIndex = 0;
-	poseInfo.leftObjectOffset.x = poseInfo.leftObjectOffset.y = 0;
-	poseInfo.rightObjectOffset.x = poseInfo.rightObjectOffset.y = 0;
-
-	appearance          = nullptr;
-	cycleCount          = 0;
-	kludgeCount         = 0;
-	moveTask            = nullptr;
-	enchantmentFlags    = 0L;
-	curTask             = nullptr;
-	currentGoal         = actorGoalFollowAssignment;
-	deactivationCounter = 0;
+	for (uint i = 0; i < ARRAYSIZE(_conversationMemory); ++i)
+		_conversationMemory[i] = 0;
+
+	_currentAnimation    = actionStand;
+	_currentPose         = 0;
+	_animationFlags      = 0;
+	_flags               = 0;
+
+	_poseInfo.flags = 0;
+	_poseInfo.actorFrameIndex = 0;
+	_poseInfo.actorFrameBank = 0;
+	_poseInfo.leftObjectIndex = 0;
+	_poseInfo.rightObjectIndex = 0;
+	_poseInfo.leftObjectOffset.x = _poseInfo.leftObjectOffset.y = 0;
+	_poseInfo.rightObjectOffset.x = _poseInfo.rightObjectOffset.y = 0;
+
+	_appearance          = nullptr;
+	_cycleCount          = 0;
+	_kludgeCount         = 0;
+	_moveTask            = nullptr;
+	_enchantmentFlags    = 0L;
+	_curTask             = nullptr;
+	_currentGoal         = actorGoalFollowAssignment;
+	_deactivationCounter = 0;
 	_assignment = nullptr;
 
-	memset(&effectiveStats, 0, sizeof(effectiveStats));
-	effectiveStats.vitality = MAX<uint16>(effectiveStats.vitality, 1);
+	memset(&_effectiveStats, 0, sizeof(_effectiveStats));
+	_effectiveStats.vitality = MAX<uint16>(_effectiveStats.vitality, 1);
 
-	actionCounter       = 0;
-	effectiveResistance = 0;
-	effectiveImmunity   = 0;
-	recPointsPerUpdate      = BASE_REC_RATE;
-	currentRecoveryPoints   = 0;
-	leader              = nullptr;
+	_actionCounter       = 0;
+	_effectiveResistance = 0;
+	_effectiveImmunity   = 0;
+	_recPointsPerUpdate      = BASE_REC_RATE;
+	_currentRecoveryPoints   = 0;
+	_leader              = nullptr;
 	_leaderID           = Nothing;
-	followers           = nullptr;
+	_followers           = nullptr;
 	_followersID = NoBand;
 	for (int i = 0; i < ARMOR_COUNT; i++)
-		armorObjects[i] = Nothing;
-	currentTarget       = nullptr;
+		_armorObjects[i] = Nothing;
+	_currentTarget       = nullptr;
 	_currentTargetID    = Nothing;
 	for (int i = 0; i < actorScriptVars; i++)
-		scriptVar[i] = 0;
+		_scriptVar[i] = 0;
 }
 
 Actor::Actor(const ResourceActor &res) : GameObject(res) {
-	int         i;
-
 	//  Fixup the prototype pointer to point to an actor prototype
 	prototype   =   prototype != NULL
 	                ? (ProtoObj *)g_vm->_actorProtos[getProtoNum()]
 	                :   NULL;
 
 	//  Copy the resource fields
-	faction             = res.faction;
-	colorScheme         = res.colorScheme;
-	appearanceID        = res.appearanceID;
-	attitude            = res.attitude;
-	mood                = res.mood;
-	disposition         = res.disposition;
-	currentFacing       = res.currentFacing;
-	tetherLocU          = res.tetherLocU;
-	tetherLocV          = res.tetherLocV;
-	tetherDist          = res.tetherDist;
-	leftHandObject      = res.leftHandObject;
-	rightHandObject     = res.rightHandObject;
-	schedule            = res.schedule;
-	memcpy(&knowledge, &res.knowledge, sizeof(knowledge));
+	_faction             = res.faction;
+	_colorScheme         = res.colorScheme;
+	_appearanceID        = res.appearanceID;
+	_attitude            = res.attitude;
+	_mood                = res.mood;
+	_disposition         = res.disposition;
+	_currentFacing       = res.currentFacing;
+	_tetherLocU          = res.tetherLocU;
+	_tetherLocV          = res.tetherLocV;
+	_tetherDist          = res.tetherDist;
+	_leftHandObject      = res.leftHandObject;
+	_rightHandObject     = res.rightHandObject;
+	_schedule            = res.schedule;
+	memcpy(&_knowledge, &res.knowledge, sizeof(_knowledge));
 
 	//  Initialize the rest of the data members
-	*((uint32 *)conversationMemory) = 0L;
-	currentAnimation    = actionStand;
-	currentPose         = 0;
-	animationFlags      = 0;
-	flags               = 0;
-
-	poseInfo.flags = 0;
-	poseInfo.actorFrameIndex = 0;
-	poseInfo.actorFrameBank = 0;
-	poseInfo.leftObjectIndex = 0;
-	poseInfo.rightObjectIndex = 0;
-	poseInfo.leftObjectOffset.x = poseInfo.leftObjectOffset.y = 0;
-	poseInfo.rightObjectOffset.x = poseInfo.rightObjectOffset.y = 0;
-
-	appearance          = NULL;
-	cycleCount          = 0;
-	kludgeCount         = 0;
-	moveTask            = NULL;
-	enchantmentFlags    = 0L;
-	curTask             = NULL;
-	currentGoal         = actorGoalFollowAssignment;
-	deactivationCounter = 0;
+	for (uint i = 0; i < ARRAYSIZE(_conversationMemory); ++i)
+		_conversationMemory[i] = 0;
+
+	_currentAnimation    = actionStand;
+	_currentPose         = 0;
+	_animationFlags      = 0;
+	_flags               = 0;
+
+	_poseInfo.flags = 0;
+	_poseInfo.actorFrameIndex = 0;
+	_poseInfo.actorFrameBank = 0;
+	_poseInfo.leftObjectIndex = 0;
+	_poseInfo.rightObjectIndex = 0;
+	_poseInfo.leftObjectOffset.x = _poseInfo.leftObjectOffset.y = 0;
+	_poseInfo.rightObjectOffset.x = _poseInfo.rightObjectOffset.y = 0;
+
+	_appearance          = NULL;
+	_cycleCount          = 0;
+	_kludgeCount         = 0;
+	_moveTask            = NULL;
+	_enchantmentFlags    = 0L;
+	_curTask             = NULL;
+	_currentGoal         = actorGoalFollowAssignment;
+	_deactivationCounter = 0;
 	_assignment = nullptr;
 
 	if (prototype)
-		memcpy(&effectiveStats, &((ActorProto *)prototype)->baseStats, sizeof(effectiveStats));
+		memcpy(&_effectiveStats, &((ActorProto *)prototype)->baseStats, sizeof(_effectiveStats));
 
-	effectiveStats.vitality = MAX<uint16>(effectiveStats.vitality, 1);
+	_effectiveStats.vitality = MAX<uint16>(_effectiveStats.vitality, 1);
 
-	actionCounter       = 0;
-	effectiveResistance = 0;
-	effectiveImmunity   = 0;
-	recPointsPerUpdate      = BASE_REC_RATE;
-	currentRecoveryPoints   = 0;
-	leader              = NULL;
+	_actionCounter       = 0;
+	_effectiveResistance = 0;
+	_effectiveImmunity   = 0;
+	_recPointsPerUpdate      = BASE_REC_RATE;
+	_currentRecoveryPoints   = 0;
+	_leader              = NULL;
 	_leaderID           = Nothing;
-	followers           = NULL;
+	_followers           = NULL;
 	_followersID = NoBand;
-	for (i = 0; i < ARMOR_COUNT; i++)
-		armorObjects[i] = Nothing;
-	currentTarget       = NULL;
+	for (int i = 0; i < ARMOR_COUNT; i++)
+		_armorObjects[i] = Nothing;
+	_currentTarget       = NULL;
 	_currentTargetID    = Nothing;
-	for (i = 0; i < actorScriptVars; i++)
-		scriptVar[i] = 0;
+	for (int i = 0; i < actorScriptVars; i++)
+		_scriptVar[i] = 0;
 
 	evalActorEnchantments(this);
 }
@@ -1190,106 +1193,106 @@ Actor::Actor(Common::InSaveFile *in) : GameObject(in) {
 	                ? (ProtoObj *)g_vm->_actorProtos[getProtoNum()]
 	                :   nullptr;
 
-	faction = in->readByte();
-	colorScheme = in->readByte();
-	appearanceID = in->readSint32BE();
-	attitude = in->readSByte();
-	mood = in->readSByte();
-
-	disposition = in->readByte();
-	currentFacing = in->readByte();
-	tetherLocU = in->readSint16LE();
-	tetherLocV = in->readSint16LE();
-	tetherDist = in->readSint16LE();
-	leftHandObject = in->readUint16LE();
-	rightHandObject = in->readUint16LE();
-
-	for (int i = 0; i < ARRAYSIZE(knowledge); ++i)
-		knowledge[i] = in->readUint16LE();
-
-	schedule = in->readUint16LE();
-
-	for (int i = 0; i < ARRAYSIZE(conversationMemory); ++i)
-		conversationMemory[i] = in->readByte();
-
-	currentAnimation = in->readByte();
-	currentPose = in->readByte();
-	animationFlags = in->readByte();
-
-	flags = in->readByte();
-	poseInfo.load(in);
-	cycleCount = in->readSint16LE();
-	kludgeCount = in->readSint16LE();
-	enchantmentFlags = in->readUint32LE();
-	currentGoal = in->readByte();
-	deactivationCounter = in->readByte();
-	effectiveStats.read(in);
-	actionCounter = in->readByte();
-	effectiveResistance = in->readUint16LE();
-	effectiveImmunity = in->readUint16LE();
-	recPointsPerUpdate = in->readSint16LE();
-	currentRecoveryPoints = in->readUint16LE();
+	_faction = in->readByte();
+	_colorScheme = in->readByte();
+	_appearanceID = in->readSint32BE();
+	_attitude = in->readSByte();
+	_mood = in->readSByte();
+
+	_disposition = in->readByte();
+	_currentFacing = in->readByte();
+	_tetherLocU = in->readSint16LE();
+	_tetherLocV = in->readSint16LE();
+	_tetherDist = in->readSint16LE();
+	_leftHandObject = in->readUint16LE();
+	_rightHandObject = in->readUint16LE();
+
+	for (int i = 0; i < ARRAYSIZE(_knowledge); ++i)
+		_knowledge[i] = in->readUint16LE();
+
+	_schedule = in->readUint16LE();
+
+	for (int i = 0; i < ARRAYSIZE(_conversationMemory); ++i)
+		_conversationMemory[i] = in->readByte();
+
+	_currentAnimation = in->readByte();
+	_currentPose = in->readByte();
+	_animationFlags = in->readByte();
+
+	_flags = in->readByte();
+	_poseInfo.load(in);
+	_cycleCount = in->readSint16LE();
+	_kludgeCount = in->readSint16LE();
+	_enchantmentFlags = in->readUint32LE();
+	_currentGoal = in->readByte();
+	_deactivationCounter = in->readByte();
+	_effectiveStats.read(in);
+	_actionCounter = in->readByte();
+	_effectiveResistance = in->readUint16LE();
+	_effectiveImmunity = in->readUint16LE();
+	_recPointsPerUpdate = in->readSint16LE();
+	_currentRecoveryPoints = in->readUint16LE();
 
 	_leaderID = in->readUint16LE();
-	leader = nullptr;
+	_leader = nullptr;
 
 	_followersID = in->readSint16LE();
-	followers = nullptr;
+	_followers = nullptr;
 
-	for (int i = 0; i < ARRAYSIZE(armorObjects); ++i)
-		armorObjects[i] = in->readUint16LE();
+	for (int i = 0; i < ARRAYSIZE(_armorObjects); ++i)
+		_armorObjects[i] = in->readUint16LE();
 
 	_currentTargetID = in->readUint16LE();
-	currentTarget = nullptr;
+	_currentTarget = nullptr;
 
-	for (int i = 0; i < ARRAYSIZE(scriptVar); ++i)
-		scriptVar[i] = in->readSint16LE();
+	for (int i = 0; i < ARRAYSIZE(_scriptVar); ++i)
+		_scriptVar[i] = in->readSint16LE();
 
-	if (flags & hasAssignment) {
+	if (_flags & hasAssignment) {
 		readAssignment(this, in);
 	} else {
 		_assignment = nullptr;
 	}
 
-	appearance = nullptr;
-	moveTask = nullptr;
-	curTask = nullptr;
-
-	debugC(4, kDebugSaveload, "... faction = %d", faction);
-	debugC(4, kDebugSaveload, "... colorScheme = %d", colorScheme);
-	debugC(4, kDebugSaveload, "... appearanceID = %d", appearanceID);
-	debugC(4, kDebugSaveload, "... attitude = %d", attitude);
-	debugC(4, kDebugSaveload, "... mood = %d", mood);
-	debugC(4, kDebugSaveload, "... disposition = %d", disposition);
-	debugC(4, kDebugSaveload, "... currentFacing = %d", currentFacing);
-	debugC(4, kDebugSaveload, "... tetherLocU = %d", tetherLocU);
-	debugC(4, kDebugSaveload, "... tetherLocV = %d", tetherLocV);
-	debugC(4, kDebugSaveload, "... tetherDist = %d", tetherDist);
-	debugC(4, kDebugSaveload, "... leftHandObject = %d", leftHandObject);
-	debugC(4, kDebugSaveload, "... rightHandObject = %d", rightHandObject);
+	_appearance = nullptr;
+	_moveTask = nullptr;
+	_curTask = nullptr;
+
+	debugC(4, kDebugSaveload, "... _faction = %d", _faction);
+	debugC(4, kDebugSaveload, "... _colorScheme = %d", _colorScheme);
+	debugC(4, kDebugSaveload, "... _appearanceID = %d", _appearanceID);
+	debugC(4, kDebugSaveload, "... _attitude = %d", _attitude);
+	debugC(4, kDebugSaveload, "... _mood = %d", _mood);
+	debugC(4, kDebugSaveload, "... _disposition = %d", _disposition);
+	debugC(4, kDebugSaveload, "... _currentFacing = %d", _currentFacing);
+	debugC(4, kDebugSaveload, "... _tetherLocU = %d", _tetherLocU);
+	debugC(4, kDebugSaveload, "... _tetherLocV = %d", _tetherLocV);
+	debugC(4, kDebugSaveload, "... _tetherDist = %d", _tetherDist);
+	debugC(4, kDebugSaveload, "... _leftHandObject = %d", _leftHandObject);
+	debugC(4, kDebugSaveload, "... _rightHandObject = %d", _rightHandObject);
 //	debugC(4, kDebugSaveload, "... knowledge = %d", knowledge);
-	debugC(4, kDebugSaveload, "... schedule = %d", schedule);
+	debugC(4, kDebugSaveload, "... _schedule = %d", _schedule);
 //	debugC(4, kDebugSaveload, "... conversationMemory = %d", conversationMemory);
-	debugC(4, kDebugSaveload, "... currentAnimation = %d", currentAnimation);
-	debugC(4, kDebugSaveload, "... currentPose = %d", currentPose);
-	debugC(4, kDebugSaveload, "... animationFlags = %d", animationFlags);
-	debugC(4, kDebugSaveload, "... flags = %d", flags);
+	debugC(4, kDebugSaveload, "... _currentAnimation = %d", _currentAnimation);
+	debugC(4, kDebugSaveload, "... _currentPose = %d", _currentPose);
+	debugC(4, kDebugSaveload, "... _animationFlags = %d", _animationFlags);
+	debugC(4, kDebugSaveload, "... _flags = %d", _flags);
 //	debugC(4, kDebugSaveload, "... out = %d", out);
-	debugC(4, kDebugSaveload, "... cycleCount = %d", cycleCount);
-	debugC(4, kDebugSaveload, "... kludgeCount = %d", kludgeCount);
-	debugC(4, kDebugSaveload, "... enchantmentFlags = %d", enchantmentFlags);
-	debugC(4, kDebugSaveload, "... currentGoal = %d", currentGoal);
-	debugC(4, kDebugSaveload, "... deactivationCounter = %d", deactivationCounter);
+	debugC(4, kDebugSaveload, "... _cycleCount = %d", _cycleCount);
+	debugC(4, kDebugSaveload, "... _kludgeCount = %d", _kludgeCount);
+	debugC(4, kDebugSaveload, "... _enchantmentFlags = %d", _enchantmentFlags);
+	debugC(4, kDebugSaveload, "... _currentGoal = %d", _currentGoal);
+	debugC(4, kDebugSaveload, "... _deactivationCounter = %d", _deactivationCounter);
 //	debugC(4, kDebugSaveload, "... out = %d", out);
-	debugC(4, kDebugSaveload, "... actionCounter = %d", actionCounter);
-	debugC(4, kDebugSaveload, "... effectiveResistance = %d", effectiveResistance);
-	debugC(4, kDebugSaveload, "... effectiveImmunity = %d", effectiveImmunity);
-	debugC(4, kDebugSaveload, "... recPointsPerUpdate = %d", recPointsPerUpdate);
-	debugC(4, kDebugSaveload, "... currentRecoveryPoints = %d", currentRecoveryPoints);
-	debugC(4, kDebugSaveload, "... leaderID = %d", _leaderID);
-	debugC(4, kDebugSaveload, "... followersID = %d", _followersID);
+	debugC(4, kDebugSaveload, "... _actionCounter = %d", _actionCounter);
+	debugC(4, kDebugSaveload, "... _effectiveResistance = %d", _effectiveResistance);
+	debugC(4, kDebugSaveload, "... _effectiveImmunity = %d", _effectiveImmunity);
+	debugC(4, kDebugSaveload, "... _recPointsPerUpdate = %d", _recPointsPerUpdate);
+	debugC(4, kDebugSaveload, "... _currentRecoveryPoints = %d", _currentRecoveryPoints);
+	debugC(4, kDebugSaveload, "... _leaderID = %d", _leaderID);
+	debugC(4, kDebugSaveload, "... _followersID = %d", _followersID);
 //	debugC(4, kDebugSaveload, "... armorObjects = %d", armorObjects);
-	debugC(4, kDebugSaveload, "... currentTargetID = %d", _currentTargetID);
+	debugC(4, kDebugSaveload, "... _currentTargetID = %d", _currentTargetID);
 //	debugC(4, kDebugSaveload, "... scriptVar = %d", scriptVar);
 }
 
@@ -1297,7 +1300,7 @@ Actor::Actor(Common::InSaveFile *in) : GameObject(in) {
 //	Destructor
 
 Actor::~Actor(void) {
-	if (appearance != NULL) ReleaseActorAppearance(appearance);
+	if (_appearance != NULL) ReleaseActorAppearance(_appearance);
 
 	if (getAssignment())
 		delete getAssignment();
@@ -1310,7 +1313,7 @@ int32 Actor::archiveSize(void) {
 	int32   size = GameObject::archiveSize();
 
 	size += sizeof(ActorArchive);
-	if (flags & hasAssignment)
+	if (_flags & hasAssignment)
 		size += assignmentArchiveSize(this);
 
 	return size;
@@ -1331,94 +1334,94 @@ void Actor::write(Common::MemoryWriteStreamDynamic *out) {
 	//  Restore the prototype pointer
 	prototype = holdProto;
 
-	out->writeByte(faction);
-	out->writeByte(colorScheme);
-	out->writeSint32BE(appearanceID);
-	out->writeSByte(attitude);
-	out->writeSByte(mood);
-
-	out->writeByte(disposition);
-	out->writeByte(currentFacing);
-	out->writeSint16LE(tetherLocU);
-	out->writeSint16LE(tetherLocV);
-	out->writeSint16LE(tetherDist);
-	out->writeUint16LE(leftHandObject);
-	out->writeUint16LE(rightHandObject);
-
-	out->write(knowledge, sizeof(knowledge));
-	out->writeUint16LE(schedule);
-	out->write(conversationMemory, sizeof(conversationMemory));
-
-	out->writeByte(currentAnimation);
-	out->writeByte(currentPose);
-	out->writeByte(animationFlags);
-
-	out->writeByte(flags);
-	poseInfo.write(out);
-	out->writeSint16LE(cycleCount);
-	out->writeSint16LE(kludgeCount);
-	out->writeUint32LE(enchantmentFlags);
-	out->writeByte(currentGoal);
-	out->writeByte(deactivationCounter);
-	effectiveStats.write(out);
-	out->writeByte(actionCounter);
-	out->writeUint16LE(effectiveResistance);
-	out->writeUint16LE(effectiveImmunity);
-	out->writeSint16LE(recPointsPerUpdate);
-	out->writeUint16LE(currentRecoveryPoints);
-
-	int leaderID = (leader != NULL) ? leader->thisID() : Nothing;
-
-	out->writeUint16LE(leaderID);
-
-	int followersID = (followers != NULL) ? getBandID(followers) : NoBand;
-
-	out->writeSint16LE(followersID);
-	out->write(armorObjects, ARMOR_COUNT * 2);
-
-	int currentTargetID = currentTarget != NULL ? currentTarget->thisID() : Nothing;
-
-	out->writeUint16LE(currentTargetID);
-	out->write(scriptVar, sizeof(scriptVar));
-
-	if (flags & hasAssignment)
+	out->writeByte(_faction);
+	out->writeByte(_colorScheme);
+	out->writeSint32BE(_appearanceID);
+	out->writeSByte(_attitude);
+	out->writeSByte(_mood);
+
+	out->writeByte(_disposition);
+	out->writeByte(_currentFacing);
+	out->writeSint16LE(_tetherLocU);
+	out->writeSint16LE(_tetherLocV);
+	out->writeSint16LE(_tetherDist);
+	out->writeUint16LE(_leftHandObject);
+	out->writeUint16LE(_rightHandObject);
+
+	out->write(_knowledge, sizeof(_knowledge));
+	out->writeUint16LE(_schedule);
+	out->write(_conversationMemory, sizeof(_conversationMemory));
+
+	out->writeByte(_currentAnimation);
+	out->writeByte(_currentPose);
+	out->writeByte(_animationFlags);
+
+	out->writeByte(_flags);
+	_poseInfo.write(out);
+	out->writeSint16LE(_cycleCount);
+	out->writeSint16LE(_kludgeCount);
+	out->writeUint32LE(_enchantmentFlags);
+	out->writeByte(_currentGoal);
+	out->writeByte(_deactivationCounter);
+	_effectiveStats.write(out);
+	out->writeByte(_actionCounter);
+	out->writeUint16LE(_effectiveResistance);
+	out->writeUint16LE(_effectiveImmunity);
+	out->writeSint16LE(_recPointsPerUpdate);
+	out->writeUint16LE(_currentRecoveryPoints);
+
+	_leaderID = (_leader != NULL) ? _leader->thisID() : Nothing;
+
+	out->writeUint16LE(_leaderID);
+
+	_followersID = (_followers != NULL) ? getBandID(_followers) : NoBand;
+
+	out->writeSint16LE(_followersID);
+	out->write(_armorObjects, ARMOR_COUNT * 2);
+
+	_currentTargetID = _currentTarget != NULL ? _currentTarget->thisID() : Nothing;
+
+	out->writeUint16LE(_currentTargetID);
+	out->write(_scriptVar, sizeof(_scriptVar));
+
+	if (_flags & hasAssignment)
 		writeAssignment(this, out);
 
-	debugC(4, kDebugSaveload, "... faction = %d", faction);
-	debugC(4, kDebugSaveload, "... colorScheme = %d", colorScheme);
-	debugC(4, kDebugSaveload, "... appearanceID = %d", appearanceID);
-	debugC(4, kDebugSaveload, "... attitude = %d", attitude);
-	debugC(4, kDebugSaveload, "... mood = %d", mood);
-	debugC(4, kDebugSaveload, "... disposition = %d", disposition);
-	debugC(4, kDebugSaveload, "... currentFacing = %d", currentFacing);
-	debugC(4, kDebugSaveload, "... tetherLocU = %d", tetherLocU);
-	debugC(4, kDebugSaveload, "... tetherLocV = %d", tetherLocV);
-	debugC(4, kDebugSaveload, "... tetherDist = %d", tetherDist);
-	debugC(4, kDebugSaveload, "... leftHandObject = %d", leftHandObject);
-	debugC(4, kDebugSaveload, "... rightHandObject = %d", rightHandObject);
+	debugC(4, kDebugSaveload, "... _faction = %d", _faction);
+	debugC(4, kDebugSaveload, "... _colorScheme = %d", _colorScheme);
+	debugC(4, kDebugSaveload, "... _appearanceID = %d", _appearanceID);
+	debugC(4, kDebugSaveload, "... _attitude = %d", _attitude);
+	debugC(4, kDebugSaveload, "... _mood = %d", _mood);
+	debugC(4, kDebugSaveload, "... _disposition = %d", _disposition);
+	debugC(4, kDebugSaveload, "... _currentFacing = %d", _currentFacing);
+	debugC(4, kDebugSaveload, "... _tetherLocU = %d", _tetherLocU);
+	debugC(4, kDebugSaveload, "... _tetherLocV = %d", _tetherLocV);
+	debugC(4, kDebugSaveload, "... _tetherDist = %d", _tetherDist);
+	debugC(4, kDebugSaveload, "... _leftHandObject = %d", _leftHandObject);
+	debugC(4, kDebugSaveload, "... _rightHandObject = %d", _rightHandObject);
 //	debugC(4, kDebugSaveload, "... knowledge = %d", knowledge);
-	debugC(4, kDebugSaveload, "... schedule = %d", schedule);
+	debugC(4, kDebugSaveload, "... _schedule = %d", _schedule);
 //	debugC(4, kDebugSaveload, "... conversationMemory = %d", conversationMemory);
-	debugC(4, kDebugSaveload, "... currentAnimation = %d", currentAnimation);
-	debugC(4, kDebugSaveload, "... currentPose = %d", currentPose);
-	debugC(4, kDebugSaveload, "... animationFlags = %d", animationFlags);
-	debugC(4, kDebugSaveload, "... flags = %d", flags);
+	debugC(4, kDebugSaveload, "... _currentAnimation = %d", _currentAnimation);
+	debugC(4, kDebugSaveload, "... _currentPose = %d", _currentPose);
+	debugC(4, kDebugSaveload, "... _animationFlags = %d", _animationFlags);
+	debugC(4, kDebugSaveload, "... _flags = %d", _flags);
 //	debugC(4, kDebugSaveload, "... out = %d", out);
-	debugC(4, kDebugSaveload, "... cycleCount = %d", cycleCount);
-	debugC(4, kDebugSaveload, "... kludgeCount = %d", kludgeCount);
-	debugC(4, kDebugSaveload, "... enchantmentFlags = %d", enchantmentFlags);
-	debugC(4, kDebugSaveload, "... currentGoal = %d", currentGoal);
-	debugC(4, kDebugSaveload, "... deactivationCounter = %d", deactivationCounter);
+	debugC(4, kDebugSaveload, "... _cycleCount = %d", _cycleCount);
+	debugC(4, kDebugSaveload, "... _kludgeCount = %d", _kludgeCount);
+	debugC(4, kDebugSaveload, "... _enchantmentFlags = %d", _enchantmentFlags);
+	debugC(4, kDebugSaveload, "... _currentGoal = %d", _currentGoal);
+	debugC(4, kDebugSaveload, "... _deactivationCounter = %d", _deactivationCounter);
 //	debugC(4, kDebugSaveload, "... out = %d", out);
-	debugC(4, kDebugSaveload, "... actionCounter = %d", actionCounter);
-	debugC(4, kDebugSaveload, "... effectiveResistance = %d", effectiveResistance);
-	debugC(4, kDebugSaveload, "... effectiveImmunity = %d", effectiveImmunity);
-	debugC(4, kDebugSaveload, "... recPointsPerUpdate = %d", recPointsPerUpdate);
-	debugC(4, kDebugSaveload, "... currentRecoveryPoints = %d", currentRecoveryPoints);
-	debugC(4, kDebugSaveload, "... leaderID = %d", leader != NULL ? leader->thisID() : Nothing);
-	debugC(4, kDebugSaveload, "... followersID = %d", followers != NULL ? getBandID(followers) : NoBand);
+	debugC(4, kDebugSaveload, "... _actionCounter = %d", _actionCounter);
+	debugC(4, kDebugSaveload, "... _effectiveResistance = %d", _effectiveResistance);
+	debugC(4, kDebugSaveload, "... _effectiveImmunity = %d", _effectiveImmunity);
+	debugC(4, kDebugSaveload, "... _recPointsPerUpdate = %d", _recPointsPerUpdate);
+	debugC(4, kDebugSaveload, "... _currentRecoveryPoints = %d", _currentRecoveryPoints);
+	debugC(4, kDebugSaveload, "... _leaderID = %d", _leader != NULL ? _leader->thisID() : Nothing);
+	debugC(4, kDebugSaveload, "... _followersID = %d", _followers != NULL ? getBandID(_followers) : NoBand);
 //	debugC(4, kDebugSaveload, "... armorObjects = %d", armorObjects);
-	debugC(4, kDebugSaveload, "... currentTargetID = %d", currentTarget != NULL ? currentTarget->thisID() : Nothing);
+	debugC(4, kDebugSaveload, "... _currentTargetID = %d", _currentTarget != NULL ? _currentTarget->thisID() : Nothing);
 //	debugC(4, kDebugSaveload, "... scriptVar = %d", scriptVar);
 }
 
@@ -1446,7 +1449,7 @@ Actor *Actor::newActor(
 		for (i = kPlayerActors; i < kActorCount; i++) {
 			a = g_vm->_actorList[i];
 
-			if ((a->flags & temporary)
+			if ((a->_flags & temporary)
 			        &&  !a->isActivated()
 			        &&  isWorld(a->IDParent()))
 				break;
@@ -1475,7 +1478,7 @@ Actor *Actor::newActor(
 	    factionNum,
 	    initFlags);
 
-	if (a->flags & temporary) {
+	if (a->_flags & temporary) {
 		incTempActorCount(protoNum);
 		debugC(1, kDebugActors, "Actors: Created temp actor %d (%s) new count:%d", a->thisID() - 32768, a->objName(), getTempActorCount(protoNum));
 	}
@@ -1487,7 +1490,7 @@ Actor *Actor::newActor(
 //	Delete this actor
 
 void Actor::deleteActor(void) {
-	if (flags & temporary) {
+	if (_flags & temporary) {
 		uint16      protoNum = getProtoNum();
 
 		decTempActorCount(protoNum);
@@ -1495,33 +1498,34 @@ void Actor::deleteActor(void) {
 	}
 
 	//  Kill task
-	if (curTask != NULL) {
-		curTask->abortTask();
-		delete curTask;
-		curTask = NULL;
+	if (_curTask != NULL) {
+		_curTask->abortTask();
+		delete _curTask;
+		_curTask = NULL;
 	}
 
 	//  Kill motion task
-	if (moveTask != NULL) moveTask->remove();
+	if (_moveTask != NULL)
+		_moveTask->remove();
 
 	//  If banded, remove from band
-	if (leader != NULL) {
-		assert(isActor(leader));
+	if (_leader != NULL) {
+		assert(isActor(_leader));
 
-		leader->removeFollower(this);
-		leader = NULL;
-	} else if (followers != NULL) {
+		_leader->removeFollower(this);
+		_leader = NULL;
+	} else if (_followers != NULL) {
 		int16       i;
 
-		for (i = 0; i < followers->size(); i++) {
-			Actor   *follower = (*followers)[i];
+		for (i = 0; i < _followers->size(); i++) {
+			Actor   *follower = (*_followers)[i];
 
-			follower->leader = NULL;
+			follower->_leader = NULL;
 			follower->evaluateNeeds();
 		}
 
-		delete followers;
-		followers = NULL;
+		delete _followers;
+		_followers = NULL;
 	}
 
 	//  Place in limbo
@@ -1536,8 +1540,8 @@ void Actor::deleteActor(void) {
 //	Cause the actor to stop his current motion task is he is interruptable
 
 void Actor::stopMoving(void) {
-	if (moveTask != NULL && isInterruptable())
-		moveTask->remove();
+	if (_moveTask != NULL && isInterruptable())
+		_moveTask->remove();
 }
 
 //-----------------------------------------------------------------------
@@ -1559,21 +1563,22 @@ void Actor::die(void) {
 	runObjectMethod(dObj, Method_Actor_onDie, scf);
 
 	//  Kill task
-	if (curTask != NULL) {
-		curTask->abortTask();
-		delete curTask;
-		curTask = NULL;
+	if (_curTask != NULL) {
+		_curTask->abortTask();
+		delete _curTask;
+		_curTask = NULL;
 	}
 
 	//  Kill motion task
-	if (moveTask != NULL) moveTask->remove();
+	if (_moveTask != NULL)
+		_moveTask->remove();
 
 	//  If banded, remove from band
-	if (leader != NULL) {
-		assert(isActor(leader));
+	if (_leader != NULL) {
+		assert(isActor(_leader));
 
-		leader->removeFollower(this);
-		leader = NULL;
+		_leader->removeFollower(this);
+		_leader = NULL;
 	}
 
 	if (actorToPlayerID(this, playerID))
@@ -1587,7 +1592,7 @@ void Actor::imNotQuiteDead(void) {
 	if (isDead()) {
 		PlayerActorID       pID;
 
-		effectiveStats.vitality = 1;
+		_effectiveStats.vitality = 1;
 		if (actorToPlayerID(this, pID))
 			updateBrotherControls(pID);
 
@@ -1606,32 +1611,32 @@ void Actor::vitalityUpdate(void) {
 	ActorAttributes *baseStats = getBaseStats();
 
 	// first find out if this actor is wounded
-	if (effectiveStats.vitality < baseStats->vitality) {
+	if (_effectiveStats.vitality < baseStats->vitality) {
 		// whole vitality number goes here
 		int16 recover;
 		int16 fractionRecover;
 
 		// get the whole number first
-		recover = recPointsPerUpdate / recPointsPerVitality;
+		recover = _recPointsPerUpdate / recPointsPerVitality;
 
 		// get the fraction
-		fractionRecover = recPointsPerUpdate % recPointsPerVitality;
+		fractionRecover = _recPointsPerUpdate % recPointsPerVitality;
 
 		// if there is an overrun
-		if (currentRecoveryPoints + fractionRecover > recPointsPerVitality) {
+		if (_currentRecoveryPoints + fractionRecover > recPointsPerVitality) {
 			// add the overrun to the whole number
 			recover++;
-			currentRecoveryPoints = (currentRecoveryPoints + fractionRecover) - recPointsPerVitality;
+			_currentRecoveryPoints = (_currentRecoveryPoints + fractionRecover) - recPointsPerVitality;
 		} else {
-			currentRecoveryPoints += fractionRecover;
+			_currentRecoveryPoints += fractionRecover;
 		}
 
 
-		if (effectiveStats.vitality + recover >=
+		if (_effectiveStats.vitality + recover >=
 		        baseStats->vitality) {
-			effectiveStats.vitality = baseStats->vitality;
+			_effectiveStats.vitality = baseStats->vitality;
 		} else {
-			effectiveStats.vitality += recover;
+			_effectiveStats.vitality += recover;
 
 			//WriteStatusF( 5, " Healed: %d, rec: %d, part: %d ", effectiveStats.vitality,
 			//            recover, currentRecoveryPoints  );
@@ -1656,26 +1661,27 @@ void Actor::deactivateActor(void) {
 	debugC(1, kDebugActors, "Actors: De-activated %d  (%s)", thisID() - 32768, objName());
 
 	//  Kill task
-	if (curTask != NULL) {
-		curTask->abortTask();
-		delete curTask;
-		curTask = NULL;
+	if (_curTask != NULL) {
+		_curTask->abortTask();
+		delete _curTask;
+		_curTask = NULL;
 	}
 
 	//  Kill motion task
-	if (moveTask != NULL) moveTask->remove();
+	if (_moveTask != NULL)
+		_moveTask->remove();
 
 	//  If banded, remove from band
-	if (leader != NULL) {
-		assert(isActor(leader));
+	if (_leader != NULL) {
+		assert(isActor(_leader));
 
-		leader->removeFollower(this);
-		leader = NULL;
+		_leader->removeFollower(this);
+		_leader = NULL;
 	}
 
 	//  Temporary actors get deleted upon deactivation
-	if ((flags & temporary) || isDead()) {
-		deactivationCounter = 10;       // actor lasts for 50 seconds
+	if ((_flags & temporary) || isDead()) {
+		_deactivationCounter = 10;       // actor lasts for 50 seconds
 	}
 }
 
@@ -1683,12 +1689,12 @@ void Actor::deactivateActor(void) {
 //	Delobotomize this actor
 
 void Actor::delobotomize(void) {
-	if (!(flags & lobotomized)) return;
+	if (!(_flags & lobotomized)) return;
 
 	ObjectID        dObj = thisID();
 	scriptCallFrame scf;
 
-	flags &= ~lobotomized;
+	_flags &= ~lobotomized;
 
 	scf.invokedObject   = dObj;
 	scf.enactor         = dObj;
@@ -1705,22 +1711,23 @@ void Actor::delobotomize(void) {
 //	Lobotomize this actor
 
 void Actor::lobotomize(void) {
-	if (flags & lobotomized) return;
+	if (_flags & lobotomized) return;
 
 	ObjectID        dObj = thisID();
 	scriptCallFrame scf;
 
 	//  Kill task
-	if (curTask != NULL) {
-		curTask->abortTask();
-		delete curTask;
-		curTask = NULL;
+	if (_curTask != NULL) {
+		_curTask->abortTask();
+		delete _curTask;
+		_curTask = NULL;
 	}
 
 	//  Kill motion task
-	if (moveTask != NULL) moveTask->remove();
+	if (_moveTask != NULL)
+		_moveTask->remove();
 
-	flags |= lobotomized;
+	_flags |= lobotomized;
 
 	scf.invokedObject   = dObj;
 	scf.enactor         = dObj;
@@ -1738,10 +1745,10 @@ void Actor::lobotomize(void) {
 //	structure.
 
 ActorAttributes *Actor::getBaseStats(void) {
-	if (disposition < dispositionPlayer)
+	if (_disposition < dispositionPlayer)
 		return &((ActorProto *)prototype)->baseStats;
 	else
-		return &g_vm->_playerList[disposition - dispositionPlayer]->baseStats;
+		return &g_vm->_playerList[_disposition - dispositionPlayer]->baseStats;
 }
 
 //-----------------------------------------------------------------------
@@ -1808,10 +1815,10 @@ bool Actor::isImmobile(void) {
 //	Return a pointer to this actor's currently readied offensive object
 
 GameObject *Actor::offensiveObject(void) {
-	if (rightHandObject != Nothing) {
-		assert(isObject(rightHandObject));
+	if (_rightHandObject != Nothing) {
+		assert(isObject(_rightHandObject));
 
-		GameObject  *obj = GameObject::objectAddress(rightHandObject);
+		GameObject  *obj = GameObject::objectAddress(_rightHandObject);
 
 		//  Any object in an actor's right hand should be a weapon
 		assert(obj->containmentSet() & ProtoObj::isWeapon);
@@ -1819,10 +1826,10 @@ GameObject *Actor::offensiveObject(void) {
 		return obj;
 	}
 
-	if (leftHandObject != Nothing) {
-		assert(isObject(leftHandObject));
+	if (_leftHandObject != Nothing) {
+		assert(isObject(_leftHandObject));
 
-		GameObject  *obj = GameObject::objectAddress(leftHandObject);
+		GameObject  *obj = GameObject::objectAddress(_leftHandObject);
 
 		if (obj->containmentSet() & ProtoObj::isWeapon)
 			return obj;
@@ -1845,15 +1852,15 @@ void Actor::defensiveObject(GameObject **priPtr, GameObject **secPtr) {
 	                 *secondary = NULL;
 
 	//  Get a pointer to the left hand object
-	leftHandObjPtr =    leftHandObject != Nothing
-	                    ? (assert(isObject(leftHandObject))
-	                       ,   GameObject::objectAddress(leftHandObject))
+	leftHandObjPtr =    _leftHandObject != Nothing
+	                    ? (assert(isObject(_leftHandObject))
+	                       ,   GameObject::objectAddress(_leftHandObject))
 	                    :   NULL;
 
 	//  Get a pointer to the right hand object
-	rightHandObjPtr =   rightHandObject != Nothing
-	                    ? (assert(isObject(rightHandObject))
-	                       ,   GameObject::objectAddress(rightHandObject))
+	rightHandObjPtr =   _rightHandObject != Nothing
+	                    ? (assert(isObject(_rightHandObject))
+	                       ,   GameObject::objectAddress(_rightHandObject))
 	                    :   NULL;
 
 	if (leftHandObjPtr != NULL) {
@@ -1888,8 +1895,8 @@ void Actor::defensiveObject(GameObject **priPtr, GameObject **secPtr) {
 //	blocking, if any
 
 GameObject *Actor::blockingObject(Actor *attacker) {
-	return  moveTask != NULL
-	        ?   moveTask->blockingObject(attacker)
+	return  _moveTask != NULL
+	        ?   _moveTask->blockingObject(attacker)
 	        :   NULL;
 }
 
@@ -1907,8 +1914,8 @@ void Actor::totalArmorAttributes(ArmorAttributes &armorAttribs) {
 
 	//  Accumulate values for all armor objects
 	for (i = 0; i < ARMOR_COUNT; i++) {
-		if (armorObjects[i] != Nothing) {
-			ProtoObj    *armorProto = GameObject::protoAddress(armorObjects[i]);
+		if (_armorObjects[i] != Nothing) {
+			ProtoObj    *armorProto = GameObject::protoAddress(_armorObjects[i]);
 
 			assert(armorProto != NULL);
 
@@ -1944,8 +1951,8 @@ void Actor::attack(GameObject *target) {
 //	Stop all attacks on a specified target
 
 void Actor::stopAttack(GameObject *target) {
-	if (moveTask && moveTask->isAttack() && moveTask->targetObj == target)
-		moveTask->finishAttack();
+	if (_moveTask && _moveTask->isAttack() && _moveTask->targetObj == target)
+		_moveTask->finishAttack();
 }
 
 //-----------------------------------------------------------------------
@@ -1955,15 +1962,15 @@ bool Actor::canDefend(void) {
 	if (isDead()) return false;
 
 	//  Look at left hand object, generally the defensive object
-	if (leftHandObject != Nothing) {
-		GameObject  *obj = GameObject::objectAddress(leftHandObject);
+	if (_leftHandObject != Nothing) {
+		GameObject  *obj = GameObject::objectAddress(_leftHandObject);
 
 		if (obj->proto()->canBlock()) return true;
 	}
 
 	//  Look at right hand object, generally the offensive object
-	if (rightHandObject != Nothing) {
-		GameObject  *obj = GameObject::objectAddress(rightHandObject);
+	if (_rightHandObject != Nothing) {
+		GameObject  *obj = GameObject::objectAddress(_rightHandObject);
 
 		if (obj->proto()->canBlock()) return true;
 	}
@@ -1988,15 +1995,15 @@ int16 Actor::offenseScore(void) {
 	}
 
 	//  Add average mana
-	score += (effectiveStats.redMana
-	          +   effectiveStats.orangeMana
-	          +   effectiveStats.yellowMana
-	          +   effectiveStats.greenMana
-	          +   effectiveStats.blueMana
-	          +   effectiveStats.violetMana)
+	score += (_effectiveStats.redMana
+	          +   _effectiveStats.orangeMana
+	          +   _effectiveStats.yellowMana
+	          +   _effectiveStats.greenMana
+	          +   _effectiveStats.blueMana
+	          +   _effectiveStats.violetMana)
 	         /   6;
 
-	score += effectiveStats.spellcraft + effectiveStats.brawn;
+	score += _effectiveStats.spellcraft + _effectiveStats.brawn;
 
 	return score;
 }
@@ -2025,7 +2032,7 @@ int16 Actor::defenseScore(void) {
 	score += (armorAttribs.defenseBonus + armorAttribs.damageAbsorbtion)
 	         *   armorAttribs.damageDivider;
 
-	score += effectiveStats.agility + effectiveStats.vitality;
+	score += _effectiveStats.agility + _effectiveStats.vitality;
 
 	return score;
 }
@@ -2037,10 +2044,10 @@ int16 Actor::defenseScore(void) {
 void Actor::getColorTranslation(ColorTable map) {
 	//  If actor has color table loaded, then calculate the
 	//  translation table.
-	if (appearance
-	        &&  appearance->schemeList) {
+	if (_appearance
+	        &&  _appearance->schemeList) {
 		buildColorTable(map,
-		                appearance->schemeList->_schemes[colorScheme]->bank,
+		                _appearance->schemeList->_schemes[_colorScheme]->bank,
 		                11);
 	} else memcpy(map, identityColors, 256);
 }
@@ -2051,7 +2058,7 @@ void Actor::getColorTranslation(ColorTable map) {
 //  Each time the nextAnimationFrame() is called, it will increment
 //  to the next frame in the sequence.
 
-int16 Actor::setAction(int16 newState, int16 flags_) {
+int16 Actor::setAction(int16 newState, int16 flags) {
 	ActorAnimation      *anim;
 	int16                numPoses = 0;
 
@@ -2059,24 +2066,24 @@ int16 Actor::setAction(int16 newState, int16 flags_) {
 //  RLockHandle( appearance->animations );
 //  RUnlockHandle( appearance->animations );
 
-	if (appearance == NULL) return 0;
+	if (_appearance == NULL) return 0;
 
 	//  If this animation has no frames, then return false
-	anim = appearance->animation(newState);
+	anim = _appearance->animation(newState);
 	if (anim)
-		numPoses = anim->count[currentFacing];
+		numPoses = anim->count[_currentFacing];
 	if (numPoses <= 0) return 0;
 
 	//  Set up the animation
-	currentAnimation = newState;
-	animationFlags = flags_;
+	_currentAnimation = newState;
+	_animationFlags = flags;
 
 	//  If they haven't set the "no reset" flag, then
-	if (!(flags_ & animateNoRestart)) {
-		if (flags_ & animateReverse) currentPose = numPoses - 1;
-		else currentPose = 0;
+	if (!(flags & animateNoRestart)) {
+		if (flags & animateReverse) _currentPose = numPoses - 1;
+		else _currentPose = 0;
 	} else {
-		currentPose = clamp(0, currentPose, numPoses - 1);
+		_currentPose = clamp(0, _currentPose, numPoses - 1);
 	}
 
 	return numPoses;
@@ -2093,11 +2100,11 @@ bool Actor::isActionAvailable(int16 newState, bool anyDir) {
 //  RLockHandle( appearance->animations );
 //  RUnlockHandle( appearance->animations );
 
-	if (appearance == nullptr)
+	if (_appearance == nullptr)
 		return false;
 
 	//  If this animation has no frames, then return false
-	anim = appearance->animation(newState);
+	anim = _appearance->animation(newState);
 	if (anim == nullptr)
 		return false;
 
@@ -2106,7 +2113,7 @@ bool Actor::isActionAvailable(int16 newState, bool anyDir) {
 			if (anim->count[i] > 0) return true;
 		}
 	} else {
-		if (anim->count[currentFacing] > 0) return true;
+		if (anim->count[_currentFacing] > 0) return true;
 	}
 
 	return false;
@@ -2117,12 +2124,12 @@ bool Actor::isActionAvailable(int16 newState, bool anyDir) {
 //	specified direction
 
 int16 Actor::animationFrames(int16 actionType, Direction dir) {
-	if (appearance == nullptr)
+	if (_appearance == nullptr)
 		return 0;
 
 	ActorAnimation  *anim;
 
-	anim = appearance->animation(actionType);
+	anim = _appearance->animation(actionType);
 
 	if (!anim)
 		return 0;
@@ -2142,23 +2149,23 @@ bool Actor::nextAnimationFrame(void) {
 //  RLockHandle( appearance->animations );
 //  RUnlockHandle( appearance->animations );
 
-	if (appearance == NULL) {
-		if (animationFlags & animateOnHold) {
+	if (_appearance == NULL) {
+		if (_animationFlags & animateOnHold) {
 			return false;
-		} else if (animationFlags & animateRepeat) {
-			animationFlags |= animateOnHold;
+		} else if (_animationFlags & animateRepeat) {
+			_animationFlags |= animateOnHold;
 			return false;
 		} else {
-			animationFlags |= animateFinished;
+			_animationFlags |= animateFinished;
 			return true;
 		}
-	} else animationFlags &= ~animateOnHold;
+	} else _animationFlags &= ~animateOnHold;
 
 	//  Get the number of frames in the animation
-	anim = appearance->animation(currentAnimation);
-	numPoses = anim->count[currentFacing];
+	anim = _appearance->animation(_currentAnimation);
+	numPoses = anim->count[_currentFacing];
 	if (numPoses <= 0) {
-		animationFlags |= animateFinished;
+		_animationFlags |= animateFinished;
 		return true;                    // no poses, return DONE
 	}
 
@@ -2166,15 +2173,15 @@ bool Actor::nextAnimationFrame(void) {
 	//  been loaded, then don't update the animation state --
 	//  wait until the sprite gets loaded, and then continue
 	//  with the action.
-	if (animationFlags & animateNotLoaded) return false;
+	if (_animationFlags & animateNotLoaded) return false;
 
 	//  If the animation has reached the last frame, then exit.
-	if (animationFlags & animateFinished) return true;
+	if (_animationFlags & animateFinished) return true;
 
-	if (animationFlags & animateRandom) {
+	if (_animationFlags & animateRandom) {
 		//  Select a random frame from the series.
-		currentPose = g_vm->_rnd->getRandomNumber(numPoses - 1);
-	} else if (animationFlags & animateReverse) {
+		_currentPose = g_vm->_rnd->getRandomNumber(numPoses - 1);
+	} else if (_animationFlags & animateReverse) {
 		//  Note that the logic for forward repeats is slightly
 		//  different for reverse repeats. Specifically, the
 		//  "alternate" flag is always checked when going forward,
@@ -2182,43 +2189,43 @@ bool Actor::nextAnimationFrame(void) {
 		//  flag is also set. This means that an "alternate" with
 		//  no "repeat" will ping-pong exactly once.
 
-		if (currentPose > 0) {
-			currentPose--;
+		if (_currentPose > 0) {
+			_currentPose--;
 
 			//  Check if this is the last frame
-			if (currentPose <= 0 && !(animationFlags & animateRepeat)) {
-				animationFlags |= animateFinished;
+			if (_currentPose <= 0 && !(_animationFlags & animateRepeat)) {
+				_animationFlags |= animateFinished;
 			}
-		} else if (animationFlags & animateRepeat) {
+		} else if (_animationFlags & animateRepeat) {
 			//  If we're repeating, check for a back & forth,
 			//  or for a wraparound. Also checks for case of
 			//  a degenerate series (1 frame only)
 
-			if (animationFlags & animateAlternate) {
-				animationFlags &= ~animateReverse;
-				currentPose = MIN(1, numPoses - 1);
+			if (_animationFlags & animateAlternate) {
+				_animationFlags &= ~animateReverse;
+				_currentPose = MIN(1, numPoses - 1);
 			} else {
-				currentPose = numPoses - 1;
+				_currentPose = numPoses - 1;
 			}
 		}
 	} else {
-		if (currentPose < numPoses - 1) {
+		if (_currentPose < numPoses - 1) {
 			//  Increment the pose number
-			currentPose++;
+			_currentPose++;
 
 			//  Check if this is the last frame
-			if (currentPose >= numPoses - 1 &&
-			        !(animationFlags & (animateAlternate | animateRepeat)))
-				animationFlags |= animateFinished;
-		} else if (animationFlags & animateAlternate) {
+			if (_currentPose >= numPoses - 1 &&
+			        !(_animationFlags & (animateAlternate | animateRepeat)))
+				_animationFlags |= animateFinished;
+		} else if (_animationFlags & animateAlternate) {
 			//  At the end of the sequence, reverse direction
-			animationFlags |= animateReverse;
-			currentPose = MAX(currentPose - 1, 0);
-		} else if (animationFlags & animateRepeat) {
+			_animationFlags |= animateReverse;
+			_currentPose = MAX(_currentPose - 1, 0);
+		} else if (_animationFlags & animateRepeat) {
 			//  Wrap back to beginning
-			currentPose = 0;
+			_currentPose = 0;
 		} else //If Last Frame And Not Animate Repeat or Alternate
-			animationFlags |= animateFinished;
+			_animationFlags |= animateFinished;
 	}
 	return false;
 }
@@ -2252,7 +2259,7 @@ void Actor::dropInventory(void) {
 
 void Actor::holdInRightHand(ObjectID objID) {
 	assert(isObject(objID));
-	rightHandObject = objID;
+	_rightHandObject = objID;
 
 	if (isPlayerActor(this))
 		g_vm->_containerList->setUpdate(thisID());
@@ -2262,7 +2269,7 @@ void Actor::holdInRightHand(ObjectID objID) {
 
 void Actor::holdInLeftHand(ObjectID objID) {
 	assert(isObject(objID));
-	leftHandObject = objID;
+	_leftHandObject = objID;
 
 	if (isPlayerActor(this))
 		g_vm->_containerList->setUpdate(thisID());
@@ -2288,7 +2295,7 @@ void Actor::wear(ObjectID objID, uint8 where) {
 	}
 #endif
 
-	armorObjects[where] = objID;
+	_armorObjects[where] = objID;
 
 	if (isPlayerActor(this))
 		g_vm->_containerList->setUpdate(thisID());
@@ -2307,7 +2314,7 @@ void Actor::updateAppearance(int32) {
 //    static uint16    count;
 //    count++;
 
-	if (isDead() || !isActivated() || (flags & lobotomized)) return;
+	if (isDead() || !isActivated() || (_flags & lobotomized)) return;
 
 #if DEBUG*0
 	WriteStatusF(4, "Wait Count %d Attitude %d", cycleCount, attitude);
@@ -2320,9 +2327,9 @@ void Actor::updateAppearance(int32) {
 			ShowObjectSection(this);
 #endif
 
-	if (appearance) {
-		if (animationFrames(actionStand, currentFacing) == 1) {
-			if (flags & fightStance) {
+	if (_appearance) {
+		if (animationFrames(actionStand, _currentFacing) == 1) {
+			if (_flags & fightStance) {
 				GameObject      *weapon = offensiveObject();
 
 				if (weapon == this) weapon = NULL;
@@ -2338,16 +2345,16 @@ void Actor::updateAppearance(int32) {
 						setAction(actionTwoHandSwingHigh, 0);
 				}
 
-				cycleCount = 0;
+				_cycleCount = 0;
 			} else {
-				if (cycleCount > 0) { //If In Wait State Between Wait Animation
-					cycleCount--;
+				if (_cycleCount > 0) { //If In Wait State Between Wait Animation
+					_cycleCount--;
 
 					setAction(actionStand, 0);   //Just stand still
 				} else { // Wait Animation
-					if (cycleCount == 0) { //If Just Starting Wait Animation
-						cycleCount--;
-						switch (attitude) { //Emotion And Character Type
+					if (_cycleCount == 0) { //If Just Starting Wait Animation
+						_cycleCount--;
+						switch (_attitude) { //Emotion And Character Type
 						//Currently Attitude Not Set So Always Hits Zero
 						case 0:
 							//Returns True If Successful No Checking Yet
@@ -2373,12 +2380,12 @@ void Actor::updateAppearance(int32) {
 						}
 					} else //Assume -1
 						if (nextAnimationFrame())//If Last Frame In Wait Animation
-							cycleCount = g_vm->_rnd->getRandomNumber(19);
+							_cycleCount = g_vm->_rnd->getRandomNumber(19);
 				}
 			}
 		} else {
-			if (currentAnimation != actionStand
-			        || (animationFlags & animateRepeat) == 0)
+			if (_currentAnimation != actionStand
+			        || (_animationFlags & animateRepeat) == 0)
 				setAction(actionStand, animateRepeat);
 			else
 				nextAnimationFrame();
@@ -2406,14 +2413,14 @@ bool Actor::setAvailableAction(int16 action1, int16 action2, int16 action3, int1
 //	Set a new goal for this actor
 
 void Actor::setGoal(uint8 newGoal) {
-	if (currentGoal != newGoal) {
-		if (curTask != NULL) {
-			curTask->abortTask();
-			delete curTask;
-			curTask = NULL;
+	if (_currentGoal != newGoal) {
+		if (_curTask != NULL) {
+			_curTask->abortTask();
+			delete _curTask;
+			_curTask = NULL;
 		}
 
-		currentGoal = newGoal;
+		_currentGoal = newGoal;
 	}
 }
 
@@ -2423,8 +2430,8 @@ void Actor::setGoal(uint8 newGoal) {
 void Actor::evaluateNeeds(void) {
 	if (!isDead()
 	        &&  isActivated()
-	        &&  !(flags & lobotomized)) {
-		if (disposition >= dispositionPlayer) {
+	        &&  !(_flags & lobotomized)) {
+		if (_disposition >= dispositionPlayer) {
 			if (combatBehaviorEnabled) {
 				SenseInfo       info;
 
@@ -2436,29 +2443,29 @@ void Actor::evaluateNeeds(void) {
 				            info,
 				            maxSenseRange,
 				            actorPropIDEnemy)) {
-					PlayerActorID   playerID = disposition - dispositionPlayer;
+					PlayerActorID   playerID = _disposition - dispositionPlayer;
 
 					if (isAggressive(playerID))
 						setGoal(actorGoalAttackEnemy);
 					else {
-						if (leader != NULL && inBandingRange())
+						if (_leader != NULL && inBandingRange())
 							setGoal(actorGoalAvoidEnemies);
 						else
 							setGoal(actorGoalPreserveSelf);
 					}
-				} else if (leader != NULL && inBandingRange()) {
+				} else if (_leader != NULL && inBandingRange()) {
 					setGoal(actorGoalFollowLeader);
 				} else {
 					setGoal(actorGoalFollowAssignment);
 				}
-			} else if (leader != NULL && inBandingRange()) {
+			} else if (_leader != NULL && inBandingRange()) {
 				setGoal(actorGoalFollowLeader);
 			} else {
 				setGoal(actorGoalFollowAssignment);
 			}
 		} else {
-			if (disposition == dispositionEnemy
-			        &&  appearance != NULL
+			if (_disposition == dispositionEnemy
+			        &&  _appearance != NULL
 			        &&  !hasEffect(actorNotDefenseless)) {
 				GameObject              *obj;
 				bool                    foundWeapon = false;
@@ -2480,17 +2487,17 @@ void Actor::evaluateNeeds(void) {
 					foundWeapon = true;
 
 				if (!foundWeapon)
-					flags |= afraid;
+					_flags |= afraid;
 			}
 
-			if (flags & afraid || hasEffect(actorFear) || hasEffect(actorRepelUndead)) {
+			if (_flags & afraid || hasEffect(actorFear) || hasEffect(actorRepelUndead)) {
 				setGoal(actorGoalPreserveSelf);
-			} else if (leader != NULL && inBandingRange()) {
-				setGoal(leader->evaluateFollowerNeeds(this));
+			} else if (_leader != NULL && inBandingRange()) {
+				setGoal(_leader->evaluateFollowerNeeds(this));
 			} else {
 				SenseInfo       info;
 
-				if (disposition == dispositionEnemy
+				if (_disposition == dispositionEnemy
 				        && (getAssignment() == NULL
 				            ||  canSenseProtaganist(
 				                info,
@@ -2515,29 +2522,29 @@ static int32 updatesViaScript = 0;
 void Actor::updateState(void) {
 	//  The actor should not be set permanently uninterruptable when
 	//  the actor does not have a motion task
-	assert(isMoving() || actionCounter != maxuint8);
+	assert(isMoving() || _actionCounter != maxuint8);
 
 	GameObject::updateState();
 
-	if (flags & lobotomized)
+	if (_flags & lobotomized)
 		return;
 
 	//  Update the action counter
-	if (actionCounter != 0 && actionCounter != maxuint8)
-		actionCounter--;
+	if (_actionCounter != 0 && _actionCounter != maxuint8)
+		_actionCounter--;
 
-	if (appearance != NULL
+	if (_appearance != NULL
 	        &&  isDead()
 	        &&  isInterruptable()
-	        && (moveTask == NULL
-	            ||  moveTask->motionType != MotionTask::motionTypeDie)) {
+	        && (_moveTask == NULL
+	            ||  _moveTask->motionType != MotionTask::motionTypeDie)) {
 		int16       deadState = isActionAvailable(actionDead)
 		                        ?   actionDead
 		                        :   isActionAvailable(actionDie)
 		                        ?   actionDie
 		                        :   actionStand;
 
-		if (currentAnimation != deadState)
+		if (_currentAnimation != deadState)
 			MotionTask::die(*this);
 		return;
 	}
@@ -2545,29 +2552,29 @@ void Actor::updateState(void) {
 	if (!isDead()) {
 		if (this == getCenterActor()) return;
 
-		if (flags & specialAttack) {
-			flags &= ~specialAttack;
+		if (_flags & specialAttack) {
+			_flags &= ~specialAttack;
 
-			if (currentTarget != NULL) {
+			if (_currentTarget != NULL) {
 				scriptCallFrame scf;
 				ObjectID        dObj = thisID();
 
 				scf.invokedObject   = dObj;
 				scf.enactor         = dObj;
 				scf.directObject    = dObj;
-				scf.indirectObject  = currentTarget->thisID();
+				scf.indirectObject  = _currentTarget->thisID();
 				scf.value           = 0;
 
 				runObjectMethod(dObj, Method_Actor_onSpecialAttack, scf);
 
 				//  If this actor is now deactivated or lobotomized
 				//  return immediately
-				if (isDead() || !isActivated() || (flags & lobotomized))
+				if (isDead() || !isActivated() || (_flags & lobotomized))
 					return;
 			}
 		}
 
-		switch (currentGoal) {
+		switch (_currentGoal) {
 		case actorGoalFollowAssignment: {
 			ActorAssignment     *assign = getAssignment();
 
@@ -2591,7 +2598,7 @@ void Actor::updateState(void) {
 
 				//  If this actor is now deactivated or lobotomized
 				//  return immediately
-				if (isDead() || !isActivated() || (flags & lobotomized))
+				if (isDead() || !isActivated() || (_flags & lobotomized))
 					return;
 
 				//  Re-get the assignment
@@ -2600,9 +2607,9 @@ void Actor::updateState(void) {
 
 			//  If there is no assignment at this point, call the
 			//  schedule to setup a new assignment.
-			if (assign == NULL && schedule != 0) {
+			if (assign == NULL && _schedule != 0) {
 				updatesViaScript++;
-				assert(curTask == NULL);
+				assert(_curTask == NULL);
 
 				scriptCallFrame scf;
 
@@ -2612,38 +2619,38 @@ void Actor::updateState(void) {
 				scf.indirectObject  = Nothing;
 				scf.value           = 0;
 
-				runScript(schedule, scf);
+				runScript(_schedule, scf);
 
 				//  Re-get the assignment
 				assign = getAssignment();
 			}
 
 			//  Have the assignment create a new task
-			if (assign != NULL && curTask == NULL)
-				curTask = assign->createTask();
+			if (assign != NULL && _curTask == NULL)
+				_curTask = assign->createTask();
 		}
 		break;
 
 		case actorGoalPreserveSelf:
 
-			if (leader != NULL || followers != NULL)
+			if (_leader != NULL || _followers != NULL)
 				disband();
 
-			if (curTask == NULL) {
-				if ((curTask = newTaskStack(this)) != NULL) {
+			if (_curTask == NULL) {
+				if ((_curTask = newTaskStack(this)) != NULL) {
 					Task    *task = new GoAwayFromActorTask(
-					                    curTask,
+					                    _curTask,
 					                    ActorPropertyTarget(
-					                        disposition == dispositionEnemy
+					                        _disposition == dispositionEnemy
 					                        ?   actorPropIDPlayerActor
 					                        :   actorPropIDEnemy),
 					                    true);
 
 					if (task != NULL)
-						curTask->setTask(task);
+						_curTask->setTask(task);
 					else {
-						delete curTask;
-						curTask = NULL;
+						delete _curTask;
+						_curTask = NULL;
 					}
 				}
 			}
@@ -2651,24 +2658,24 @@ void Actor::updateState(void) {
 
 		case actorGoalAttackEnemy:
 
-			if (curTask == NULL) {
-				if ((curTask = newTaskStack(this)) != NULL) {
-					uint8   disp =  leader != NULL
-					                ?   leader->disposition
-					                :   disposition;
+			if (_curTask == NULL) {
+				if ((_curTask = newTaskStack(this)) != NULL) {
+					uint8   disp =  _leader != NULL
+					                ?   _leader->_disposition
+					                :   _disposition;
 
 					Task    *task = new    HuntToKillTask(
-					                    curTask,
+					                    _curTask,
 					                    ActorPropertyTarget(
 					                        disp == dispositionEnemy
 					                        ?   actorPropIDPlayerActor
 					                        :   actorPropIDEnemy));
 
 					if (task != NULL)
-						curTask->setTask(task);
+						_curTask->setTask(task);
 					else {
-						delete curTask;
-						curTask = NULL;
+						delete _curTask;
+						_curTask = NULL;
 					}
 				}
 			}
@@ -2676,28 +2683,28 @@ void Actor::updateState(void) {
 
 		case actorGoalFollowLeader:
 
-			assert(isActor(leader));
-			assert(followers == NULL);
+			assert(isActor(_leader));
+			assert(_followers == NULL);
 
-			if (curTask == NULL)
-				curTask = leader->createFollowerTask(this);
+			if (_curTask == NULL)
+				_curTask = _leader->createFollowerTask(this);
 
 			break;
 
 		case actorGoalAvoidEnemies:
 
-			assert(isActor(leader));
-			assert(followers == NULL);
+			assert(isActor(_leader));
+			assert(_followers == NULL);
 
-			if (curTask == NULL) {
-				if ((curTask = newTaskStack(this)) != NULL) {
-					Task    *task = new BandAndAvoidEnemiesTask(curTask);
+			if (_curTask == NULL) {
+				if ((_curTask = newTaskStack(this)) != NULL) {
+					Task    *task = new BandAndAvoidEnemiesTask(_curTask);
 
 					if (task != NULL)
-						curTask->setTask(task);
+						_curTask->setTask(task);
 					else {
-						delete curTask;
-						curTask = NULL;
+						delete _curTask;
+						_curTask = NULL;
 					}
 				}
 			}
@@ -2711,10 +2718,10 @@ void Actor::updateState(void) {
 
 void Actor::handleTaskCompletion(TaskResult result) {
 	//  The task is done, get rid of it
-	delete curTask;
-	curTask = NULL;
+	delete _curTask;
+	_curTask = NULL;
 
-	switch (currentGoal) {
+	switch (_currentGoal) {
 	case actorGoalFollowAssignment: {
 		ActorAssignment     *assign = getAssignment();
 
@@ -2744,9 +2751,9 @@ void Actor::handleOffensiveAct(Actor *attacker) {
 
 	runObjectMethod(dObj, Method_Actor_onAttacked, scf);
 
-	if (disposition == dispositionFriendly) {
-		if (attacker->disposition >= dispositionPlayer) {
-			disposition = dispositionEnemy;
+	if (_disposition == dispositionFriendly) {
+		if (attacker->_disposition >= dispositionPlayer) {
+			_disposition = dispositionEnemy;
 			evaluateNeeds();
 		}
 	}
@@ -2765,22 +2772,22 @@ void Actor::handleDamageTaken(uint8 damage) {
 	        &&  !isActionAvailable(actionSwingHigh)
 	        &&  !isActionAvailable(actionTwoHandSwingHigh)
 	        &&  !hasEffect(actorNotDefenseless)) {
-		flags |= afraid;
+		_flags |= afraid;
 		return;
 	}
 
 	if (combatBehavior != behaviorHungry
-	        && (flags & temporary)
+	        && (_flags & temporary)
 	        &&  !hasEffect(actorFear)
 	        &&  !hasEffect(actorRepelUndead)) {
-		if (flags & afraid) {
+		if (_flags & afraid) {
 			//  Let's give monsters a small chance of regaining their courage
 			if ((uint16)g_vm->_rnd->getRandomNumber(0xffff) <= 0x3fff)
-				flags &= ~afraid;
+				_flags &= ~afraid;
 		} else {
 			int16       i,
 			            fellowBandMembers,
-			            vitality = effectiveStats.vitality;
+			            vitality = _effectiveStats.vitality;
 			uint32      moraleBase = ((int32)damage << 16) / vitality,
 			            bonus = 0;
 
@@ -2795,10 +2802,10 @@ void Actor::handleDamageTaken(uint8 damage) {
 				moraleBase -= moraleBase / 2;
 
 			//  Determine how many fellow band members this actor has.
-			if (leader != NULL)
-				fellowBandMembers = leader->followers->size();
-			else if (followers != NULL)
-				fellowBandMembers = followers->size();
+			if (_leader != NULL)
+				fellowBandMembers = _leader->_followers->size();
+			else if (_followers != NULL)
+				fellowBandMembers = _followers->size();
 			else
 				fellowBandMembers = 0;
 
@@ -2812,7 +2819,7 @@ void Actor::handleDamageTaken(uint8 damage) {
 
 			//  Test this actor's morale
 			if ((uint16)g_vm->_rnd->getRandomNumber(0xffff) <= moraleBase)
-				flags |= afraid;
+				_flags |= afraid;
 		}
 	}
 }
@@ -2910,7 +2917,7 @@ void Actor::evaluateMeleeAttack(Actor *attacker) {
 		//  Compute the attacker's direction relative to this actor's
 		//  facing
 		relativeDir = ((attacker->_data.location - _data.location).quickDir()
-		               -   currentFacing) & 0x7;
+		               -   _currentFacing) & 0x7;
 
 		//  Get pointers to this actors primary and secondary defensive
 		//  objects
@@ -2957,42 +2964,42 @@ void Actor::evaluateMeleeAttack(Actor *attacker) {
 //	well.
 
 void Actor::bandWith(Actor *newLeader) {
-	assert(leader == NULL);
+	assert(_leader == NULL);
 
 	//  If the actor we're banding with is not the leader, then band
 	//  with his leader
-	if (newLeader->leader != NULL) {
-		newLeader = newLeader->leader;
-		assert(newLeader->leader == NULL);
+	if (newLeader->_leader != NULL) {
+		newLeader = newLeader->_leader;
+		assert(newLeader->_leader == NULL);
 	}
 
 	//  If this actor himself does not have followers then its really
 	//  simple, otherwise we need to band all of this actor's followers
 	//  with the new leader.
-	if (followers == NULL) {
-		if (newLeader->addFollower(this)) leader = newLeader;
+	if (_followers == NULL) {
+		if (newLeader->addFollower(this)) _leader = newLeader;
 	} else {
 		int16       i,
-		            oldFollowerCount = followers->size();
+		            oldFollowerCount = _followers->size();
 		Actor       **oldFollowers = new Actor * [oldFollowerCount];
 
 		if (oldFollowers != NULL) {
 			//  Copy the list followers
 			for (i = 0; i < oldFollowerCount; i++) {
-				oldFollowers[i] = (*followers)[i];
-				assert(oldFollowers[i]->leader == this);
+				oldFollowers[i] = (*_followers)[i];
+				assert(oldFollowers[i]->_leader == this);
 			}
 
 			//  Disband all of the old followers
 			for (i = 0; i < oldFollowerCount; i++)
 				oldFollowers[i]->disband();
 
-			assert(followers == NULL);
+			assert(_followers == NULL);
 
 			//  Add this actor and all of the old followers to the new
 			//  leader's followers.
 			if (newLeader->addFollower(this)) {
-				leader = newLeader;
+				_leader = newLeader;
 
 				for (i = 0; i < oldFollowerCount; i++)
 					oldFollowers[i]->bandWith(newLeader);
@@ -3009,23 +3016,23 @@ void Actor::bandWith(Actor *newLeader) {
 //	Simply causes this actor to be removed from his current band.
 
 void Actor::disband(void) {
-	if (leader != NULL) {
-		leader->removeFollower(this);
-		leader = NULL;
+	if (_leader != NULL) {
+		_leader->removeFollower(this);
+		_leader = NULL;
 
 		evaluateNeeds();
-	} else if (followers != NULL) {
+	} else if (_followers != NULL) {
 		int16       i;
 
-		for (i = 0; i < followers->size(); i++) {
-			Actor   *follower = (*followers)[i];
+		for (i = 0; i < _followers->size(); i++) {
+			Actor   *follower = (*_followers)[i];
 
-			follower->leader = NULL;
+			follower->_leader = NULL;
 			follower->evaluateNeeds();
 		}
 
-		delete followers;
-		followers = NULL;
+		delete _followers;
+		_followers = NULL;
 	}
 }
 
@@ -3035,41 +3042,41 @@ void Actor::disband(void) {
 bool Actor::addFollower(Actor *newBandMember) {
 	//  The new band member should not be a leader of another band or
 	//  a follower of another leader
-	assert(newBandMember->leader == NULL);
-	assert(newBandMember->followers == NULL);
+	assert(newBandMember->_leader == NULL);
+	assert(newBandMember->_followers == NULL);
 
 	//  Allocate a new band, if needed
-	if (followers == NULL && (followers = new Band(this)) == NULL)
+	if (_followers == NULL && (_followers = new Band(this)) == NULL)
 		return false;
 
-	return followers->add(newBandMember);
+	return _followers->add(newBandMember);
 }
 
 //-----------------------------------------------------------------------
 //	Remove the specified actor from this actor's list of followers.
 
 void Actor::removeFollower(Actor *bandMember) {
-	assert(bandMember->leader == this);
-	assert(followers != NULL);
+	assert(bandMember->_leader == this);
+	assert(_followers != NULL);
 
 	int16       i;
 
-	followers->remove(bandMember);
-	if (followers->size() == 0) {
-		delete followers;
-		followers = NULL;
+	_followers->remove(bandMember);
+	if (_followers->size() == 0) {
+		delete _followers;
+		_followers = NULL;
 	} else {
 		uint16      moraleBonus = 0;
 
-		for (i = 0; i < followers->size(); i++)
+		for (i = 0; i < _followers->size(); i++)
 			moraleBonus += ((1 << 16) - moraleBonus) >> 4;
 
-		for (i = 0; i < followers->size(); i++) {
-			Actor       *follower = (*followers)[i];
+		for (i = 0; i < _followers->size(); i++) {
+			Actor       *follower = (*_followers)[i];
 			ActorProto  *proto = (ActorProto *)follower->prototype;
 			uint8       combatBehavior = proto->combatBehavior;
 
-			if (follower->currentGoal == actorGoalAttackEnemy
+			if (follower->_currentGoal == actorGoalAttackEnemy
 			        &&  combatBehavior != behaviorHungry) {
 				uint32      moraleBase;
 
@@ -3082,7 +3089,7 @@ void Actor::removeFollower(Actor *bandMember) {
 				moraleBase -= moraleBase * moraleBonus >> 16;
 
 				if ((uint16)g_vm->_rnd->getRandomNumber(0xffff) <= moraleBase)
-					follower->flags |= afraid;
+					follower->_flags |= afraid;
 			}
 		}
 	}
@@ -3093,7 +3100,7 @@ void Actor::removeFollower(Actor *bandMember) {
 //	follower has no task.
 
 TaskStack *Actor::createFollowerTask(Actor *bandMember) {
-	assert(bandMember->leader == this);
+	assert(bandMember->_leader == this);
 
 	TaskStack   *ts = NULL;
 
@@ -3115,13 +3122,13 @@ TaskStack *Actor::createFollowerTask(Actor *bandMember) {
 //	Evaluate a follower's needs and give him an approriate goal.
 
 uint8 Actor::evaluateFollowerNeeds(Actor *follower) {
-	assert(follower->leader == this);
+	assert(follower->_leader == this);
 
 	SenseInfo       info;
 
-	if ((disposition == dispositionEnemy
+	if ((_disposition == dispositionEnemy
 	        &&  follower->canSenseProtaganist(info, maxSenseRange))
-	        || (disposition >= dispositionPlayer
+	        || (_disposition >= dispositionPlayer
 	            &&  follower->canSenseActorProperty(
 	                info,
 	                maxSenseRange,
@@ -3134,8 +3141,10 @@ uint8 Actor::evaluateFollowerNeeds(Actor *follower) {
 //  Returns 0 if not moving, 1 if path being calculated,
 //  2 if path being followed.
 bool Actor::pathFindState(void) {
-	if (moveTask == NULL) return 0;
-	if (moveTask->pathFindTask) return 1;
+	if (_moveTask == NULL)
+		return 0;
+	if (_moveTask->pathFindTask)
+		return 1;
 	return 2;
 }
 
@@ -3143,9 +3152,9 @@ bool Actor::pathFindState(void) {
 //  Add knowledge package to actor
 
 bool Actor::addKnowledge(uint16 kID) {
-	for (int i = 0; i < ARRAYSIZE(knowledge); i++) {
-		if (knowledge[i] == 0) {
-			knowledge[i] = kID;
+	for (int i = 0; i < ARRAYSIZE(_knowledge); i++) {
+		if (_knowledge[i] == 0) {
+			_knowledge[i] = kID;
 			return true;
 		}
 	}
@@ -3156,9 +3165,9 @@ bool Actor::addKnowledge(uint16 kID) {
 //  Remove knowledge package from actor
 
 bool Actor::removeKnowledge(uint16 kID) {
-	for (int i = 0; i < ARRAYSIZE(knowledge); i++) {
-		if (knowledge[i] == kID) {
-			knowledge[i] = 0;
+	for (int i = 0; i < ARRAYSIZE(_knowledge); i++) {
+		if (_knowledge[i] == kID) {
+			_knowledge[i] = 0;
 			return true;
 		}
 	}
@@ -3169,8 +3178,8 @@ bool Actor::removeKnowledge(uint16 kID) {
 //  Remove all knowledge package from actor
 
 void Actor::clearKnowledge(void) {
-	for (int i = 0; i < ARRAYSIZE(knowledge); i++) {
-		knowledge[i] = 0;
+	for (int i = 0; i < ARRAYSIZE(_knowledge); i++) {
+		_knowledge[i] = 0;
 	}
 }
 
@@ -3184,14 +3193,14 @@ void Actor::useKnowledge(scriptCallFrame &scf) {
 
 	//  First, search for the class with the best response
 
-	for (int i = 0; i < ARRAYSIZE(knowledge); i++) {
-		if (knowledge[i]) {
+	for (int i = 0; i < ARRAYSIZE(_knowledge); i++) {
+		if (_knowledge[i]) {
 			scriptResult    res;
 
 			//  Run the script to eval the response of this
 			//  knowledge package
 
-			res = runMethod(knowledge[i],
+			res = runMethod(_knowledge[i],
 			                builtinAbstract,
 			                0,
 			                Method_KnowledgePackage_evalResponse,
@@ -3213,7 +3222,7 @@ void Actor::useKnowledge(scriptCallFrame &scf) {
 
 					if (pri > bestResponsePri) {
 						bestResponsePri = pri;
-						bestResponseClass = knowledge[i];
+						bestResponseClass = _knowledge[i];
 						bestResponseCode = response;
 					}
 				}
@@ -3244,11 +3253,11 @@ void Actor::useKnowledge(scriptCallFrame &scf) {
 //	sense a protaganist within a specified range
 
 bool Actor::canSenseProtaganistIndirectly(SenseInfo &info, int16 range) {
-	if (followers != NULL) {
+	if (_followers != NULL) {
 		int         i;
 
-		for (i = 0; i < followers->size(); i++) {
-			if ((*followers)[i]->canSenseProtaganist(info, range))
+		for (i = 0; i < _followers->size(); i++) {
+			if ((*_followers)[i]->canSenseProtaganist(info, range))
 				return true;
 		}
 	}
@@ -3264,11 +3273,11 @@ bool Actor::canSenseSpecificActorIndirectly(
     SenseInfo   &info,
     int16       range,
     Actor       *a) {
-	if (followers != NULL) {
+	if (_followers != NULL) {
 		int         i;
 
-		for (i = 0; i < followers->size(); i++) {
-			if ((*followers)[i]->canSenseSpecificActor(info, range, a))
+		for (i = 0; i < _followers->size(); i++) {
+			if ((*_followers)[i]->canSenseSpecificActor(info, range, a))
 				return true;
 		}
 	}
@@ -3284,11 +3293,11 @@ bool Actor::canSenseSpecificObjectIndirectly(
     SenseInfo   &info,
     int16       range,
     ObjectID    obj) {
-	if (followers != NULL) {
+	if (_followers != NULL) {
 		int         i;
 
-		for (i = 0; i < followers->size(); i++) {
-			if ((*followers)[i]->canSenseSpecificObject(info, range, obj))
+		for (i = 0; i < _followers->size(); i++) {
+			if ((*_followers)[i]->canSenseSpecificObject(info, range, obj))
 				return true;
 		}
 	}
@@ -3304,11 +3313,11 @@ bool Actor::canSenseActorPropertyIndirectly(
     SenseInfo           &info,
     int16               range,
     ActorPropertyID     prop) {
-	if (followers != NULL) {
+	if (_followers != NULL) {
 		int         i;
 
-		for (i = 0; i < followers->size(); i++) {
-			if ((*followers)[i]->canSenseActorProperty(info, range, prop))
+		for (i = 0; i < _followers->size(); i++) {
+			if ((*_followers)[i]->canSenseActorProperty(info, range, prop))
 				return true;
 		}
 	}
@@ -3324,11 +3333,11 @@ bool Actor::canSenseObjectPropertyIndirectly(
     SenseInfo           &info,
     int16               range,
     ObjectPropertyID    prop) {
-	if (followers != NULL) {
+	if (_followers != NULL) {
 		int         i;
 
-		for (i = 0; i < followers->size(); i++) {
-			if ((*followers)[i]->canSenseObjectProperty(info, range, prop))
+		for (i = 0; i < _followers->size(); i++) {
+			if ((*_followers)[i]->canSenseObjectProperty(info, range, prop))
 				return true;
 		}
 	}
@@ -3350,9 +3359,9 @@ bool Actor::takeMana(ActorManaID i, int8 dMana) {
 		return true;
 #endif
 	assert(i >= manaIDRed && i <= manaIDViolet);
-	if ((&effectiveStats.redMana)[i] < dMana)
+	if ((&_effectiveStats.redMana)[i] < dMana)
 		return false;
-	(&effectiveStats.redMana)[i] -= dMana;
+	(&_effectiveStats.redMana)[i] -= dMana;
 	updateIndicators();
 	return true;
 }
@@ -3363,7 +3372,7 @@ bool Actor::hasMana(ActorManaID i, int8 dMana) {
 		return true;
 #endif
 	assert(i >= manaIDRed && i <= manaIDViolet);
-	if ((&effectiveStats.redMana)[i] < dMana)
+	if ((&_effectiveStats.redMana)[i] < dMana)
 		return false;
 	return true;
 }
@@ -3510,9 +3519,9 @@ void initActors(void) {
 		g_vm->_actorList.push_back(a);
 	}
 
-	g_vm->_actorList[0]->disposition = dispositionPlayer + 0;
-	g_vm->_actorList[1]->disposition = dispositionPlayer + 1;
-	g_vm->_actorList[2]->disposition = dispositionPlayer + 2;
+	g_vm->_actorList[0]->_disposition = dispositionPlayer + 0;
+	g_vm->_actorList[1]->_disposition = dispositionPlayer + 1;
+	g_vm->_actorList[2]->_disposition = dispositionPlayer + 2;
 }
 
 void saveActors(Common::OutSaveFile *outS) {
@@ -3551,15 +3560,15 @@ void loadActors(Common::InSaveFile *in) {
 	for (int i = 0; i < kActorCount; ++i) {
 		Actor *a = g_vm->_actorList[i];
 
-		a->leader = a->_leaderID != Nothing
+		a->_leader = a->_leaderID != Nothing
 					? (Actor *)GameObject::objectAddress(a->_leaderID)
 					:   nullptr;
 
-		a->followers = a->_followersID != NoBand
+		a->_followers = a->_followersID != NoBand
 					?   getBandAddress(a->_followersID)
 					:   nullptr;
 
-		a->currentTarget = a->_currentTargetID != Nothing
+		a->_currentTarget = a->_currentTargetID != Nothing
 						?   GameObject::objectAddress(a->_currentTargetID)
 						:   nullptr;
 	}
diff --git a/engines/saga2/actor.h b/engines/saga2/actor.h
index 31a423885e..a9524a37d5 100644
--- a/engines/saga2/actor.h
+++ b/engines/saga2/actor.h
@@ -598,47 +598,47 @@ public:
 	//  Resource fields
 
 	//  Social loyalty
-	uint8           faction;                // actor's faction
+	uint8           _faction;                // actor's faction
 
 	//  Appearance attribute
-	uint8           colorScheme;            // indirect color map
+	uint8           _colorScheme;            // indirect color map
 
-	int32           appearanceID;           // appearnce of this actor
+	int32           _appearanceID;           // appearnce of this actor
 
 	//  Personality attributes
-	int8            attitude,               // cooperativeness
-	                mood;                   // happiness
-	uint8           disposition;            // actor disposition
+	int8            _attitude,               // cooperativeness
+	                _mood;                   // happiness
+	uint8           _disposition;            // actor disposition
 	// 0 = friendly, 1 = enemy,
 	// 2 = Julian, 3 = Philip,
 	// 4 = Kevin
 
 	//  Character orientation
-	Direction       currentFacing;          // current facing direction
+	Direction       _currentFacing;          // current facing direction
 
 	//  Tether info
-	int16           tetherLocU;             // tether U coordinate
-	int16           tetherLocV;             // tether V coordinate
-	int16           tetherDist;             // length of tether
+	int16           _tetherLocU;             // tether U coordinate
+	int16           _tetherLocV;             // tether V coordinate
+	int16           _tetherDist;             // length of tether
 
 	//  Held objects
-	ObjectID        leftHandObject,         // object held in left hand.
-	                rightHandObject;        // object held in right hand.
+	ObjectID        _leftHandObject,         // object held in left hand.
+	                _rightHandObject;        // object held in right hand.
 
 	//  Knowledge packets
-	uint16          knowledge[16];
+	uint16          _knowledge[16];
 
 	//  Schedule script ID
-	uint16          schedule;
+	uint16          _schedule;
 
 	//  Run-time fields
 
-	uint8           conversationMemory[4];// last things talked about
+	uint8           _conversationMemory[4];// last things talked about
 
 	//  Sprite animation variables
-	uint8           currentAnimation,       // current action sequence
-	                currentPose,            // current pose in sequence
-	                animationFlags;         // current posing flags
+	uint8           _currentAnimation,       // current action sequence
+	                _currentPose,            // current pose in sequence
+	                _animationFlags;         // current posing flags
 
 	//  Various actor flags
 	enum {
@@ -650,65 +650,65 @@ public:
 		fightStance     = (1 << 5)
 	};
 
-	uint8           flags;
+	uint8           _flags;
 
 	//  Contains sprite index and positioning info for the current
 	//  actor state.
-	ActorPose       poseInfo;               // current animation state
+	ActorPose       _poseInfo;               // current animation state
 
 	//  Pointer to the appearance record (sprite array) for this actor.
-	ActorAppearance *appearance;            // appearance structs
+	ActorAppearance *_appearance;            // appearance structs
 
-	int16           cycleCount;             // misc counter for actions
-	int16           kludgeCount;            // another misc counter
+	int16           _cycleCount;             // misc counter for actions
+	int16           _kludgeCount;            // another misc counter
 
-	uint32          enchantmentFlags;       // flags indicating racial
+	uint32          _enchantmentFlags;       // flags indicating racial
 	// abilities and enchantments
 
 	//  Movement attributes
-	MotionTask      *moveTask;
+	MotionTask      *_moveTask;
 
 	//  Current task
-	TaskStack       *curTask;
+	TaskStack       *_curTask;
 
 	//  Current goal type
-	uint8           currentGoal;
+	uint8           _currentGoal;
 
 	//  Used for deltayed deactivation (and also to word-align struct)
-	uint8           deactivationCounter;
+	uint8           _deactivationCounter;
 
 	//  Assignment
 	ActorAssignment *_assignment;
 	// assignments
 
 	//  Current effective stats
-	ActorAttributes effectiveStats;
+	ActorAttributes _effectiveStats;
 
-	uint8           actionCounter;          //  coordinate moves in combat
+	uint8           _actionCounter;          //  coordinate moves in combat
 
-	uint16          effectiveResistance;    // resistances (see EFFECTS.H)
-	uint16          effectiveImmunity;      // immunities  (see EFFECTS.H)
+	uint16          _effectiveResistance;    // resistances (see EFFECTS.H)
+	uint16          _effectiveImmunity;      // immunities  (see EFFECTS.H)
 
-	int16           recPointsPerUpdate;     // fractional vitality recovery
+	int16           _recPointsPerUpdate;     // fractional vitality recovery
 
-	int16           currentRecoveryPoints;  // fraction left from last recovery
+	int16           _currentRecoveryPoints;  // fraction left from last recovery
 
 	enum vitalityRecovery {
 		recPointsPerVitality        = 10
 	};
 
 
-	Actor           *leader;                // This actor's leader
+	Actor           *_leader;                // This actor's leader
 	ObjectID        _leaderID;
-	Band            *followers;             // This actor's band of followers
+	Band            *_followers;             // This actor's band of followers
 	BandID          _followersID;
 
-	ObjectID        armorObjects[ARMOR_COUNT];    //  armor objects being worn
+	ObjectID        _armorObjects[ARMOR_COUNT];    //  armor objects being worn
 
-	GameObject      *currentTarget;
+	GameObject      *_currentTarget;
 	ObjectID        _currentTargetID;
 
-	int16           scriptVar[actorScriptVars];   //  scratch variables for scripter use
+	int16           _scriptVar[actorScriptVars];   //  scratch variables for scripter use
 
 	//  Member functions
 
@@ -755,12 +755,12 @@ public:
 private:
 	//  Turn incrementally
 	void turn(Direction targetDir) {
-		Direction   relativeDir = (targetDir - currentFacing) & 0x7;
+		Direction   relativeDir = (targetDir - _currentFacing) & 0x7;
 
-		currentFacing =
+		_currentFacing =
 		    (relativeDir < 4
-		     ?   currentFacing + 1
-		     :   currentFacing - 1)
+		     ?   _currentFacing + 1
+		     :   _currentFacing - 1)
 		    &   0x7;
 	}
 public:
@@ -792,7 +792,7 @@ public:
 
 	//  Return a pointer to the actor's current assignment
 	ActorAssignment *getAssignment(void) {
-		return  flags & hasAssignment
+		return  _flags & hasAssignment
 		        ? _assignment
 		        : nullptr;
 	}
@@ -812,7 +812,7 @@ public:
 
 	//  Determine if actor is dead
 	bool isDead(void) {
-		return effectiveStats.vitality <= 0;
+		return _effectiveStats.vitality <= 0;
 	}
 
 	//  Determine if actor is immobile (i.e. can't walk)
@@ -861,19 +861,20 @@ public:
 
 	//  Return the value of this actor's disposition
 	int16 getDisposition(void) {
-		return disposition;
+		return _disposition;
 	}
 
 	//  Give the actor a new disposition
 	int16 setDisposition(int16 newDisp) {
-		int16   oldDisp = disposition;
-		if (newDisp < dispositionPlayer) disposition = newDisp;
+		int16   oldDisp = _disposition;
+		if (newDisp < dispositionPlayer)
+			_disposition = newDisp;
 		return oldDisp;
 	}
 
 	//  Return a pointer to the effective stats
 	ActorAttributes *getStats(void) {
-		return &effectiveStats;
+		return &_effectiveStats;
 	}
 
 	//  Return a pointer to this actor's base stats
@@ -884,24 +885,24 @@ public:
 
 	//  Determine if this actor is interruptable
 	bool isInterruptable(void) {
-		return actionCounter == 0;
+		return _actionCounter == 0;
 	}
 
 	//  Determine if this actor is permanently uninterruptable
 	bool isPermanentlyUninterruptable(void) {
-		return actionCounter == maxuint8;
+		return _actionCounter == maxuint8;
 	}
 
 	//  Set the inturruptability for this actor
 	void setInterruptablity(bool val) {
-		actionCounter = val ? 0 : maxuint8;
+		_actionCounter = val ? 0 : maxuint8;
 	}
 
 	//  Set action time counter for this actor
 	//  REM: the action points will eventually need to be scaled based
 	//  upon enchantments and abilities
 	void setActionPoints(uint8 points) {
-		actionCounter = points;
+		_actionCounter = points;
 	}
 
 	//  Drop the all of the actor's inventory
@@ -974,10 +975,10 @@ public:
 	void disband(void);
 
 	bool inBandingRange(void) {
-		assert(leader != NULL);
+		assert(_leader != NULL);
 
-		return      leader->IDParent() == IDParent()
-		            && (leader->getLocation() - getLocation()).quickHDistance()
+		return      _leader->IDParent() == IDParent()
+		            && (_leader->getLocation() - getLocation()).quickHDistance()
 		            <=  bandingDist;
 	}
 
@@ -1024,45 +1025,45 @@ public:
 	uint16 getBaseRecovery(void);
 
 	bool resists(effectResistTypes r) {
-		return effectiveResistance & (1 << r);
+		return _effectiveResistance & (1 << r);
 	}
 	bool isImmuneTo(effectImmuneTypes r) {
-		return effectiveImmunity & (1 << r);
+		return _effectiveImmunity & (1 << r);
 	}
 	bool hasEffect(effectOthersTypes e) {
-		return (enchantmentFlags & (1 << e)) != 0;
+		return (_enchantmentFlags & (1 << e)) != 0;
 	}
 
 	void setResist(effectResistTypes r, bool on) {
-		effectiveResistance = on ?
-		                      effectiveResistance | (1 << r) :
-		                      effectiveResistance & ~(1 << r);
+		_effectiveResistance = on ?
+		                      _effectiveResistance | (1 << r) :
+		                      _effectiveResistance & ~(1 << r);
 	}
 
 	void setImmune(effectImmuneTypes r, bool on) {
-		effectiveImmunity = on ?
-		                    effectiveImmunity | (1 << r) :
-		                    effectiveImmunity & ~(1 << r);
+		_effectiveImmunity = on ?
+		                    _effectiveImmunity | (1 << r) :
+		                    _effectiveImmunity & ~(1 << r);
 	}
 
 	void setEffect(effectOthersTypes e, bool on) {
-		enchantmentFlags = on ?
-		                   enchantmentFlags | (1 << e) :
-		                   enchantmentFlags & ~(1 << e);
+		_enchantmentFlags = on ?
+		                   _enchantmentFlags | (1 << e) :
+		                   _enchantmentFlags & ~(1 << e);
 	}
 
 	bool makeSavingThrow(void);
 
 	void setFightStance(bool val) {
 		if (val)
-			flags |= fightStance;
+			_flags |= fightStance;
 		else
-			flags &= ~fightStance;
+			_flags &= ~fightStance;
 	}
 };
 
 inline bool isPlayerActor(Actor *a) {
-	return a->disposition >= dispositionPlayer;
+	return a->_disposition >= dispositionPlayer;
 }
 
 inline bool isPlayerActor(ObjectID obj) {
@@ -1071,7 +1072,7 @@ inline bool isPlayerActor(ObjectID obj) {
 }
 
 inline bool isEnemy(Actor *a) {
-	return !a->isDead() && a->disposition == dispositionEnemy;
+	return !a->isDead() && a->_disposition == dispositionEnemy;
 }
 
 inline bool isEnemy(ObjectID obj) {
diff --git a/engines/saga2/assign.cpp b/engines/saga2/assign.cpp
index 6c608ba5dc..828d4c7748 100644
--- a/engines/saga2/assign.cpp
+++ b/engines/saga2/assign.cpp
@@ -47,7 +47,7 @@ ActorAssignment::ActorAssignment(Actor *a, uint16 until) :
 	debugC(2, kDebugActors, "New assignment for %p (%s) from %d until %d: %p",
 	      (void *)a, a->objName(), startFrame, endFrame, (void *)this);
 	a->_assignment = this;
-	a->flags |= hasAssignment;
+	a->_flags |= hasAssignment;
 }
 
 ActorAssignment::ActorAssignment(Actor *ac, Common::SeekableReadStream *stream) {
@@ -56,7 +56,7 @@ ActorAssignment::ActorAssignment(Actor *ac, Common::SeekableReadStream *stream)
 
 	_actor = ac;
 	ac->_assignment = this;
-	ac->flags |= hasAssignment;
+	ac->_flags |= hasAssignment;
 }
 
 //----------------------------------------------------------------------
@@ -68,15 +68,15 @@ ActorAssignment::~ActorAssignment(void) {
 	      (void *)a, a->objName(), (void *)this);
 
 	//  Determine if the actor has a task initiated by this assignment
-	if (a->currentGoal == actorGoalFollowAssignment
-	        &&  a->curTask != NULL) {
+	if (a->_currentGoal == actorGoalFollowAssignment
+	        &&  a->_curTask != NULL) {
 		//  If so, abort it
-		a->curTask->abortTask();
-		delete a->curTask;
-		a->curTask = NULL;
+		a->_curTask->abortTask();
+		delete a->_curTask;
+		a->_curTask = NULL;
 	}
 
-	a->flags &= ~hasAssignment;
+	a->_flags &= ~hasAssignment;
 }
 
 //----------------------------------------------------------------------
@@ -145,8 +145,8 @@ void ActorAssignment::handleTaskCompletion(TaskResult) {
 void ActorAssignment::startTask(void) {
 	Actor   *a = getActor();
 
-	if (a->currentGoal == actorGoalFollowAssignment)
-		a->curTask = createTask();
+	if (a->_currentGoal == actorGoalFollowAssignment)
+		a->_curTask = createTask();
 }
 
 //----------------------------------------------------------------------
diff --git a/engines/saga2/band.cpp b/engines/saga2/band.cpp
index 366148330d..e9cce0eecf 100644
--- a/engines/saga2/band.cpp
+++ b/engines/saga2/band.cpp
@@ -233,7 +233,7 @@ void loadBands(Common::InSaveFile *in, int32 chunkSize) {
 	// Reconstruct followers for actors
 	for (int i = 0; i < kActorCount; ++i) {
 		BandID id = g_vm->_actorList[i]->_followersID;
-		g_vm->_actorList[i]->followers = id != NoBand
+		g_vm->_actorList[i]->_followers = id != NoBand
 	                             ?   getBandAddress(id)
 	                             :   nullptr;
 	}
diff --git a/engines/saga2/beegee.cpp b/engines/saga2/beegee.cpp
index d6bc222c89..0c9bc9e118 100644
--- a/engines/saga2/beegee.cpp
+++ b/engines/saga2/beegee.cpp
@@ -447,7 +447,7 @@ void clearActiveFactions(void) {
 }
 
 void incrementActiveFaction(Actor *a) {
-	activeFactions[a->faction]++;
+	activeFactions[a->_faction]++;
 }
 
 void useActiveFactions(void) {
diff --git a/engines/saga2/dispnode.cpp b/engines/saga2/dispnode.cpp
index 4749bb5737..01028bd78a 100644
--- a/engines/saga2/dispnode.cpp
+++ b/engines/saga2/dispnode.cpp
@@ -216,9 +216,9 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
 				Actor       *a = (Actor *)obj;
 
 				//  Release the actor appearance if loaded
-				if (a->appearance != NULL) {
-					ReleaseActorAppearance(a->appearance);
-					a->appearance = NULL;
+				if (a->_appearance != NULL) {
+					ReleaseActorAppearance(a->_appearance);
+					a->_appearance = NULL;
 				}
 			}
 		}
@@ -253,9 +253,9 @@ void DisplayNodeList::buildObjects(bool fromScratch) {
 				//  If actor is newly entered to the arena
 				//  (appearance == NULL), then load the
 				//  actor's appearance.
-				if (a->appearance == NULL) {
-					a->appearance =
-					    LoadActorAppearance(a->appearanceID, sprStandBank);
+				if (a->_appearance == NULL) {
+					a->_appearance =
+					    LoadActorAppearance(a->_appearanceID, sprStandBank);
 				}
 			}
 
@@ -497,12 +497,12 @@ void DisplayNode::drawObject(void) {
 			    bubbleColorTable,
 			    ARRAYSIZE(bubbleColorTable));
 
-			if (a->kludgeCount < 0 || ++a->kludgeCount >= kBubbleSpriteCount)
-				a->kludgeCount = 0;
+			if (a->_kludgeCount < 0 || ++a->_kludgeCount >= kBubbleSpriteCount)
+				a->_kludgeCount = 0;
 
 			sc = &scList[0];
 			sc->sp = spellSprites->sprite(
-			             kBaseBubbleSpriteIndex + a->kludgeCount);
+			             kBaseBubbleSpriteIndex + a->_kludgeCount);
 			sc->offset.x = scList->offset.y = 0;
 			sc->colorTable = mainColors;
 			sc->flipped = false;
@@ -563,15 +563,15 @@ void DisplayNode::drawObject(void) {
 				}
 			}
 
-			aa = a->appearance;
+			aa = a->_appearance;
 
 			if (aa == nullptr)
 				return;
 
 			//  Fetch the animation series, and determine which
 			//  pose in the series is the current one.
-			anim = aa->animation(a->currentAnimation);
-			pose = aa->pose(anim, a->currentFacing, a->currentPose);
+			anim = aa->animation(a->_currentAnimation);
+			pose = aa->pose(anim, a->_currentFacing, a->_currentPose);
 
 			if (anim == nullptr)
 				return;
@@ -600,7 +600,7 @@ void DisplayNode::drawObject(void) {
 			//  the new frame to finish loaded (handled by
 			//  lockResource())
 			if (aa->isBankLoaded(pose->actorFrameBank)
-			        || !aa->isBankLoaded(a->poseInfo.actorFrameBank)) {
+			        || !aa->isBankLoaded(a->_poseInfo.actorFrameBank)) {
 				ActorPose   pTemp = *pose;
 
 				//  Initiate a load of the sprite bank needed.
@@ -613,13 +613,13 @@ void DisplayNode::drawObject(void) {
 				aa->requestBank(pose->actorFrameBank);
 
 				//  Indicate that animation is OK.
-				a->animationFlags &= ~animateNotLoaded;
+				a->_animationFlags &= ~animateNotLoaded;
 
 				//  Set up which bank and frame to use.
-				a->poseInfo = pTemp;
+				a->_poseInfo = pTemp;
 			} else {
 				//  Indicate that animation isn't loaded
-				a->animationFlags |= animateNotLoaded;
+				a->_animationFlags |= animateNotLoaded;
 
 				//  Initiate a load of the sprite bank needed.
 				/*  if (!RHandleLoading(
@@ -637,7 +637,7 @@ void DisplayNode::drawObject(void) {
 			bodyIndex = 0;
 			rightIndex = leftIndex = -2;
 			partCount = 1;
-			poseFlags = a->poseInfo.flags;
+			poseFlags = a->_poseInfo.flags;
 
 			a->getColorTranslation(mainColors);
 
@@ -645,7 +645,7 @@ void DisplayNode::drawObject(void) {
 			//  carrying in each hand, and what drawing
 			//  order should be used for these objects.
 
-			if (a->leftHandObject != Nothing) {
+			if (a->_leftHandObject != Nothing) {
 				partCount++;
 
 				if (poseFlags & ActorPose::leftObjectInFront) {
@@ -656,7 +656,7 @@ void DisplayNode::drawObject(void) {
 				}
 			}
 
-			if (a->rightHandObject != Nothing) {
+			if (a->_rightHandObject != Nothing) {
 				partCount++;
 
 				if (poseFlags & ActorPose::rightObjectInFront) {
@@ -685,15 +685,15 @@ void DisplayNode::drawObject(void) {
 			//  REM: Locking bug...
 
 			//          ss = (SpriteSet *)RLockHandle( aa->sprites );
-			sprPtr = aa->spriteBanks[a->poseInfo.actorFrameBank];
+			sprPtr = aa->spriteBanks[a->_poseInfo.actorFrameBank];
 			ss = sprPtr;
 			if (ss == nullptr)
 				return;
 
 			//  Fill in the SpriteComponent structure for body
 			sc = &scList[bodyIndex];
-			assert(a->poseInfo.actorFrameIndex < ss->count);
-			sc->sp = ss->sprite(a->poseInfo.actorFrameIndex);
+			assert(a->_poseInfo.actorFrameIndex < ss->count);
+			sc->sp = ss->sprite(a->_poseInfo.actorFrameIndex);
 			sc->offset.x = sc->offset.y = 0;
 			//  Color remapping info
 			sc->colorTable = mainColors;
@@ -709,7 +709,7 @@ void DisplayNode::drawObject(void) {
 			//  If we were carrying something in the left hand,
 			//  then fill in the component structure for it.
 			if (leftIndex >= 0) {
-				GameObject *ob = GameObject::objectAddress(a->leftHandObject);
+				GameObject *ob = GameObject::objectAddress(a->_leftHandObject);
 				ProtoObj *prot = ob->proto();
 
 				ob->getColorTranslation(leftColors);
@@ -717,9 +717,9 @@ void DisplayNode::drawObject(void) {
 				sc = &scList[leftIndex];
 				sc->sp =    prot->getOrientedSprite(
 				                ob,
-				                a->poseInfo.leftObjectIndex);
+				                a->_poseInfo.leftObjectIndex);
 				assert(sc->sp != NULL);
-				sc->offset = a->poseInfo.leftObjectOffset;
+				sc->offset = a->_poseInfo.leftObjectOffset;
 				assert(sc->offset.x < 1000);
 				assert(sc->offset.x > -1000);
 				assert(sc->offset.y < 1000);
@@ -731,7 +731,7 @@ void DisplayNode::drawObject(void) {
 			//  If we were carrying something in the right hand,
 			//  then fill in the component structure for it.
 			if (rightIndex >= 0) {
-				GameObject *ob = GameObject::objectAddress(a->rightHandObject);
+				GameObject *ob = GameObject::objectAddress(a->_rightHandObject);
 				ProtoObj *prot = ob->proto();
 
 				ob->getColorTranslation(rightColors);
@@ -739,13 +739,13 @@ void DisplayNode::drawObject(void) {
 				sc = &scList[rightIndex];
 				sc->sp =    prot->getOrientedSprite(
 				                ob,
-				                a->poseInfo.rightObjectIndex);
+				                a->_poseInfo.rightObjectIndex);
 				assert(sc->sp != NULL);
 				assert(sc->sp->size.x > 0);
 				assert(sc->sp->size.y > 0);
 				assert(sc->sp->size.x < 255);
 				assert(sc->sp->size.y < 255);
-				sc->offset = a->poseInfo.rightObjectOffset;
+				sc->offset = a->_poseInfo.rightObjectOffset;
 				assert(sc->offset.x < 1000);
 				assert(sc->offset.x > -1000);
 				assert(sc->offset.y < 1000);
@@ -848,18 +848,18 @@ ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos) {
 					} else {
 						Actor   *a = (Actor *)obj;
 
-						aa = a->appearance;
+						aa = a->_appearance;
 
 						if (aa == NULL) continue;
 
-						sprPtr = aa->spriteBanks[a->poseInfo.actorFrameBank];
+						sprPtr = aa->spriteBanks[a->_poseInfo.actorFrameBank];
 						ss = sprPtr;
 						if (ss == nullptr)
 							continue;
 
-						spr = ss->sprite(a->poseInfo.actorFrameIndex);
+						spr = ss->sprite(a->_poseInfo.actorFrameIndex);
 						flipped =
-						    (a->poseInfo.flags & ActorPose::actorFlipped) ? 1 : 0;
+						    (a->_poseInfo.flags & ActorPose::actorFlipped) ? 1 : 0;
 					}
 
 					if (GetSpritePixel(spr, flipped, testPoint)) {
diff --git a/engines/saga2/effects.cpp b/engines/saga2/effects.cpp
index f3ecba5516..b52d211cbd 100644
--- a/engines/saga2/effects.cpp
+++ b/engines/saga2/effects.cpp
@@ -116,12 +116,12 @@ int16 ProtoDrainage::currentLevel(Actor *a, effectDrainsTypes edt) {
 	case drainsManaGreen:
 	case drainsManaBlue:
 	case drainsManaViolet:
-		return (&a->effectiveStats.redMana)[edt - drainsManaRed];
+		return (&a->_effectiveStats.redMana)[edt - drainsManaRed];
 
 	case drainsLifeLevel:
 		return (a->getBaseStats())->vitality;
 	case drainsVitality:
-		return a->effectiveStats.vitality;
+		return a->_effectiveStats.vitality;
 	default:
 		return 0;
 	}
@@ -137,10 +137,10 @@ void ProtoDrainage::drainLevel(GameObject *cst, Actor *a, effectDrainsTypes edt,
 	case drainsManaViolet:
 		{
 			ActorManaID aType = (ActorManaID)(edt + (manaIDRed - drainsManaRed));
-			(&a->effectiveStats.redMana)[aType] =
+			(&a->_effectiveStats.redMana)[aType] =
 				clamp(
 					0,
-					(&a->effectiveStats.redMana)[aType] - amt,
+					(&a->_effectiveStats.redMana)[aType] - amt,
 					(&(a->getBaseStats())->redMana)[aType]);
 		}
 		break;
@@ -436,7 +436,7 @@ SPECIALSPELL(DeathSpell) {
 		Actor *a = (Actor *) trg->getObject();
 		if (!a->makeSavingThrow()) {
 			a->acceptDamage(cst->thisID(),
-			                a->effectiveStats.vitality,
+			                a->_effectiveStats.vitality,
 			                kDamageEnergy, 1, 2, 0);
 			a->die();
 		}
diff --git a/engines/saga2/enchant.cpp b/engines/saga2/enchant.cpp
index 73b0afa872..0b1ff162da 100644
--- a/engines/saga2/enchant.cpp
+++ b/engines/saga2/enchant.cpp
@@ -149,10 +149,10 @@ void clearEnchantments(Actor *a) {
 	ea->firstAid    = ba->firstAid;
 	ea->spotHidden  = ba->spotHidden;
 
-	a->enchantmentFlags     = a->getBaseEnchantmentEffects();
-	a->effectiveResistance  = a->getBaseResistance();
-	a->effectiveImmunity    = a->getBaseImmunity();
-	a->recPointsPerUpdate       = a->getBaseRecovery();
+	a->_enchantmentFlags     = a->getBaseEnchantmentEffects();
+	a->_effectiveResistance  = a->getBaseResistance();
+	a->_effectiveImmunity    = a->getBaseImmunity();
+	a->_recPointsPerUpdate       = a->getBaseRecovery();
 }
 
 void addEnchantment(Actor *a, uint16 enchantmentID) {
@@ -211,8 +211,8 @@ void evalActorEnchantments(Actor *a) {
 
 		if ((cSet & (ProtoObj::isArmor | ProtoObj::isWeapon | ProtoObj::isWearable))
 		        &&  proto->isObjectBeingUsed(obj)) {
-			a->effectiveResistance  |= proto->resistance;
-			a->effectiveImmunity    |= proto->immunity;
+			a->_effectiveResistance  |= proto->resistance;
+			a->_effectiveImmunity    |= proto->immunity;
 		}
 	}
 
diff --git a/engines/saga2/intrface.cpp b/engines/saga2/intrface.cpp
index 19a3c886d5..fde4bb7824 100644
--- a/engines/saga2/intrface.cpp
+++ b/engines/saga2/intrface.cpp
@@ -578,36 +578,36 @@ void CPortrait::getStateString(char buf[], int8 size, uint16 brotherID) {
 
 	buf[0] = '\0';
 
-	if (a->enchantmentFlags & (1 << actorAsleep)) {
+	if (a->_enchantmentFlags & (1 << actorAsleep)) {
 		Common::strlcat(buf, asleepStr, size);
-	} else if (a->enchantmentFlags & (1 << actorParalyzed)) {
+	} else if (a->_enchantmentFlags & (1 << actorParalyzed)) {
 		Common::strlcat(buf, paralysedStr, size);
-	} else if (a->enchantmentFlags & (1 << actorBlind)) {
+	} else if (a->_enchantmentFlags & (1 << actorBlind)) {
 		Common::strlcat(buf, blindStr, size);
-	} else if (a->enchantmentFlags & (1 << actorFear)) {
+	} else if (a->_enchantmentFlags & (1 << actorFear)) {
 		Common::strlcat(buf, afraidStr, size);
 	} else if (pa->isAggressive()) {
 		Common::strlcat(buf, angryStr, size);
 	}
 
-	if (stats.vitality >= a->effectiveStats.vitality * 3) {
+	if (stats.vitality >= a->_effectiveStats.vitality * 3) {
 		if (buf[0] != '\0')	// strlen(buf) > 0
 			Common::strlcat(buf, commaStr, size);
 
 		Common::strlcat(buf, badlyWoundedStr, size);
-	} else if (stats.vitality * 2 > a->effectiveStats.vitality * 3) {
+	} else if (stats.vitality * 2 > a->_effectiveStats.vitality * 3) {
 		if (buf[0] != '\0')	// strlen(buf) > 0
 			Common::strlcat(buf, commaStr, size);
 
 		Common::strlcat(buf, hurtStr, size);
 	}
 
-	if (a->enchantmentFlags & (1 << actorPoisoned)) {
+	if (a->_enchantmentFlags & (1 << actorPoisoned)) {
 		if (buf[0] != '\0')	// strlen(buf) > 0
 			Common::strlcat(buf, commaStr, size);
 
 		Common::strlcat(buf, poisonedStr, size);
-	} else if (a->enchantmentFlags & (1 << actorDiseased)) {
+	} else if (a->_enchantmentFlags & (1 << actorDiseased)) {
 		if (buf[0] != '\0')	// strlen(buf) > 0
 			Common::strlcat(buf, commaStr, size);
 
diff --git a/engines/saga2/motion.cpp b/engines/saga2/motion.cpp
index e60a903372..7dba743fe8 100644
--- a/engines/saga2/motion.cpp
+++ b/engines/saga2/motion.cpp
@@ -154,7 +154,7 @@ int32 getPathFindIQ(GameObject *obj) {
 		else {
 			if (objRoofRipped(obj))
 				pfIQ = 75;
-			else if (a->disposition == 1)
+			else if (a->_disposition == 1)
 				pfIQ = 250;
 			else
 				pfIQ = 100;
@@ -448,7 +448,7 @@ MotionTask *MotionTaskList::newTask(GameObject *obj) {
 		_list.push_back(mt);
 
 		if (isActor(obj))
-			((Actor *)obj)->moveTask = mt;
+			((Actor *)obj)->_moveTask = mt;
 	}
 
 	obj->_data.objectFlags |= objectMoving;
@@ -483,7 +483,7 @@ void MotionTask::read(Common::InSaveFile *in) {
 
 	//  If the object is an actor, plug this motion task into the actor
 	if (object && isActor(object))
-		((Actor *)object)->moveTask = this;
+		((Actor *)object)->_moveTask = this;
 
 	if (motionType == motionTypeWalk
 	        ||  prevMotionType == motionTypeWalk) {
@@ -1081,8 +1081,8 @@ void MotionTask::remove(int16 returnVal) {
 	if (isActor(object)) {
 		Actor   *a = (Actor *)object;
 
-		a->moveTask = NULL;
-		a->cycleCount = g_vm->_rnd->getRandomNumber(19);
+		a->_moveTask = NULL;
+		a->_cycleCount = g_vm->_rnd->getRandomNumber(19);
 
 		//  Make sure the actor is not left in a permanently
 		//  uninterruptable state with no motion task to reset it
@@ -1113,7 +1113,7 @@ TilePoint MotionTask::getImmediateTarget(void) {
 	if (flags & agitated)
 		dir = direction;
 	else
-		dir = ((Actor *)object)->currentFacing;
+		dir = ((Actor *)object)->_currentFacing;
 
 	return  object->_data.location
 	        +   incDirTable[dir] * kTileUVSize;
@@ -1245,8 +1245,8 @@ void MotionTask::shootObject(
 		if (isActor(&target)) {
 			Actor       *targetActor = (Actor *)⌖
 
-			if (targetActor->moveTask != NULL) {
-				MotionTask      *targetMotion = targetActor->moveTask;
+			if (targetActor->_moveTask != NULL) {
+				MotionTask      *targetMotion = targetActor->_moveTask;
 
 				if (targetMotion->motionType == motionTypeWalk)
 					vector += targetMotion->velocity * turns;
@@ -2022,7 +2022,7 @@ void MotionTask::finishTalking(void) {
 	if (motionType == motionTypeTalk) {
 		if (isActor(object)) {
 			Actor   *a = (Actor *)object;
-			if (a->currentAnimation != actionStand)
+			if (a->_currentAnimation != actionStand)
 				a->setAction(actionStand, 0);
 		}
 		remove();
@@ -2401,7 +2401,7 @@ void MotionTask::walkAction(void) {
 
 	assert(isActor(object));
 	a = (Actor *)object;
-	aa = a->appearance;
+	aa = a->_appearance;
 
 	if (a->isImmobile()) {
 		remove(motionWalkBlocked);
@@ -2539,13 +2539,13 @@ void MotionTask::walkAction(void) {
 	moveBlocked = false;
 
 	if (moveTaskDone || moveTaskWaiting) {
-		movementDirection = a->currentFacing;
+		movementDirection = a->_currentFacing;
 	} else if (targetDist == 0 && ABS(targetVector.z) > kMaxStepHeight) {
 		if (pathFindTask) {
-			movementDirection = a->currentFacing;
+			movementDirection = a->_currentFacing;
 			moveTaskWaiting = true;
 		} else {
-			movementDirection = a->currentFacing;
+			movementDirection = a->_currentFacing;
 			moveBlocked = true;
 		}
 	} else if (targetDist <= speed) {
@@ -2564,7 +2564,7 @@ void MotionTask::walkAction(void) {
 		//  Determine the direction the character must spin
 		//  to be at the correct movement angle.
 		directionAngle =
-		    (((movementDirection - a->currentFacing) + 4) & 7) - 4;
+		    (((movementDirection - a->_currentFacing) + 4) & 7) - 4;
 
 		//  Test terrain. Note that if the character is spinning more than 1
 		//  octant this frame, then they cannot move so a terrain test is unneeded.
@@ -2579,7 +2579,7 @@ void MotionTask::walkAction(void) {
 					if (pathFindTask)
 						moveTaskWaiting = true;
 					else {
-						movementDirection = a->currentFacing;
+						movementDirection = a->_currentFacing;
 						moveBlocked = true;
 					}
 					/*                  if (!(flags & pathFind) || nextWayPoint() == false)
@@ -2679,7 +2679,7 @@ void MotionTask::walkAction(void) {
 			if (pathFindTask)
 				moveTaskWaiting = true;
 			else {
-				movementDirection = a->currentFacing;
+				movementDirection = a->_currentFacing;
 				moveBlocked = true;
 			}
 		}
@@ -2687,19 +2687,19 @@ void MotionTask::walkAction(void) {
 
 	//  REM: Test the terrain at the new spot.
 
-	if (movementDirection != a->currentFacing) {
+	if (movementDirection != a->_currentFacing) {
 		//  Determine the direction the character must spin
 		//  to be at the correct movement angle.
 		directionAngle =
-		    (((movementDirection - a->currentFacing) + 4) & 7) - 4;
+		    (((movementDirection - a->_currentFacing) + 4) & 7) - 4;
 
 		//  If the direction is at a right angle or behind
 		//  the character, then they cannot move.
 
 		if (directionAngle < 0) {
-			a->currentFacing = spinRight(a->currentFacing);
+			a->_currentFacing = spinRight(a->_currentFacing);
 		} else {
-			a->currentFacing = spinLeft(a->currentFacing);
+			a->_currentFacing = spinLeft(a->_currentFacing);
 		}
 	}
 
@@ -2728,7 +2728,7 @@ void MotionTask::walkAction(void) {
 		} else
 			remove(motionWalkBlocked);
 	} else if (moveTaskWaiting
-	           ||  movementDirection != a->currentFacing) {
+	           ||  movementDirection != a->_currentFacing) {
 		//  When he starts running again, then have him walk only.
 		runCount = MAX<int16>(runCount, 8);
 
@@ -2775,11 +2775,11 @@ void MotionTask::walkAction(void) {
 				else
 					stairsDir = 7;
 
-				if (a->currentFacing == stairsDir) {
+				if (a->_currentFacing == stairsDir) {
 					//  walk up stairs
 					newAction = actionSpecial7;
 					flags |= onStairs;
-				} else if (a->currentFacing == ((stairsDir - 4) & 0x7)) {
+				} else if (a->_currentFacing == ((stairsDir - 4) & 0x7)) {
 					//  walk down stairs
 					newAction = actionSpecial8;
 					flags |= onStairs;
@@ -2800,7 +2800,7 @@ void MotionTask::walkAction(void) {
 			//  Determine if the new action is running
 			//  or walking.
 
-			if (a->currentAnimation == newAction) {
+			if (a->_currentAnimation == newAction) {
 				//  If we are already doing that action, then
 				//  just continue doing it.
 				if (walkType != walkSlow)
@@ -2810,10 +2810,10 @@ void MotionTask::walkAction(void) {
 						a->nextAnimationFrame();
 					flags ^= nextAnim;
 				}
-			} else if (a->currentAnimation == actionWalk
-			           ||  a->currentAnimation == actionRun
-			           ||  a->currentAnimation == actionSpecial7
-			           ||  a->currentAnimation == actionSpecial8) {
+			} else if (a->_currentAnimation == actionWalk
+			           ||  a->_currentAnimation == actionRun
+			           ||  a->_currentAnimation == actionSpecial7
+			           ||  a->_currentAnimation == actionSpecial8) {
 				//  If we are running instead of walking or
 				//  vice versa, then change to the new action
 				//  but don't break stride
@@ -2929,14 +2929,14 @@ void MotionTask::upLadderAction(void) {
 
 		TilePoint   newLoc;
 
-		newLoc = loc + incDirTable[a->currentFacing] * crossSection * 2;
+		newLoc = loc + incDirTable[a->_currentFacing] * crossSection * 2;
 		newLoc.z = tileSlopeHeight(newLoc, a);
 
 		if (!checkBlocked(a, newLoc))
 			a->move(newLoc);
 		else {
 			newLoc =    loc
-			            +       incDirTable[(a->currentFacing - 2) & 7]
+			            +       incDirTable[(a->_currentFacing - 2) & 7]
 			            *   crossSection * 2;
 			newLoc.z = tileSlopeHeight(newLoc, a);
 
@@ -2944,7 +2944,7 @@ void MotionTask::upLadderAction(void) {
 				a->move(newLoc);
 			else {
 				newLoc =    loc
-				            +       incDirTable[(a->currentFacing + 2) & 7]
+				            +       incDirTable[(a->_currentFacing + 2) & 7]
 				            *   crossSection * 2;
 				newLoc.z = tileSlopeHeight(newLoc, a);
 
@@ -2952,7 +2952,7 @@ void MotionTask::upLadderAction(void) {
 					a->move(newLoc);
 				else {
 					newLoc =    loc
-					            +       incDirTable[a->currentFacing]
+					            +       incDirTable[a->_currentFacing]
 					            *   crossSection * 2;
 					newLoc.z = tileSlopeHeight(newLoc, a);
 					a->move(newLoc);
@@ -3050,14 +3050,14 @@ void MotionTask::downLadderAction(void) {
 
 		TilePoint   newLoc;
 
-		newLoc = loc - incDirTable[a->currentFacing] * kTileUVSize;
+		newLoc = loc - incDirTable[a->_currentFacing] * kTileUVSize;
 		newLoc.z = tileSlopeHeight(newLoc, a);
 
 		if (!checkBlocked(a, newLoc))
 			a->move(newLoc);
 		else {
 			newLoc =    loc
-			            -       incDirTable[(a->currentFacing - 2) & 7]
+			            -       incDirTable[(a->_currentFacing - 2) & 7]
 			            *   kTileUVSize;
 			newLoc.z = tileSlopeHeight(newLoc, a);
 
@@ -3065,7 +3065,7 @@ void MotionTask::downLadderAction(void) {
 				a->move(newLoc);
 			else {
 				newLoc =    loc
-				            -       incDirTable[(a->currentFacing + 2) & 7]
+				            -       incDirTable[(a->_currentFacing + 2) & 7]
 				            *   kTileUVSize;
 				newLoc.z = tileSlopeHeight(newLoc, a);
 
@@ -3073,7 +3073,7 @@ void MotionTask::downLadderAction(void) {
 					a->move(newLoc);
 				else {
 					newLoc =    loc
-					            -       incDirTable[a->currentFacing]
+					            -       incDirTable[a->_currentFacing]
 					            *   kTileUVSize;
 					newLoc.z = tileSlopeHeight(newLoc, a);
 					a->move(newLoc);
@@ -3099,7 +3099,7 @@ void MotionTask::giveAction(void) {
 		flags &= ~reset;
 	}
 
-	if (a->currentFacing != targetDir)
+	if (a->_currentFacing != targetDir)
 		a->turn(targetDir);
 	else if (a->nextAnimationFrame())
 		remove(motionCompleted);
@@ -3224,7 +3224,7 @@ void MotionTask::twoHandedSwingAction(void) {
 		combatMotionType = availableSet->selectRandom();
 		actorAnimation = animationTypeArray[combatMotionType];
 
-		if (a->appearance != NULL
+		if (a->_appearance != NULL
 		        &&  a->isActionAvailable(actorAnimation)) {
 			//  Compute the number of frames in the animation before the
 			//  actual strike
@@ -3244,7 +3244,7 @@ void MotionTask::twoHandedSwingAction(void) {
 		}
 
 		a->setActionPoints(
-		    computeTurnFrames(a->currentFacing, direction) + 10);
+		    computeTurnFrames(a->_currentFacing, direction) + 10);
 
 		flags &= ~reset;
 	} else
@@ -3340,7 +3340,7 @@ void MotionTask::oneHandedSwingAction(void) {
 		        else*/
 		{
 			actorAnimation = animationTypeArray[combatMotionType];
-			if (a->appearance != NULL
+			if (a->_appearance != NULL
 			        &&  a->isActionAvailable(actorAnimation)) {
 				//  Compute the number of frames in the animation before the
 				//  actual strike
@@ -3364,7 +3364,7 @@ void MotionTask::oneHandedSwingAction(void) {
 		a->setActionPoints(actionCounter * 2);
 
 		a->setActionPoints(
-		    computeTurnFrames(a->currentFacing, direction) + 10);
+		    computeTurnFrames(a->_currentFacing, direction) + 10);
 
 		flags &= ~reset;
 	} else
@@ -3382,7 +3382,7 @@ uint16 MotionTask::framesUntilStrike(void) {
 
 	uint16          turnFrames;
 
-	turnFrames = (direction - ((Actor *)object)->currentFacing) & 0x7;
+	turnFrames = (direction - ((Actor *)object)->_currentFacing) & 0x7;
 	if (turnFrames > 4) turnFrames = 8 - turnFrames;
 
 	return turnFrames + actionCounter;
@@ -3406,7 +3406,7 @@ GameObject *MotionTask::blockingObject(Actor *thisAttacker) {
 void MotionTask::fireBowAction(void) {
 	Actor       *a = (Actor *)object;
 
-	assert(a->leftHandObject != Nothing);
+	assert(a->_leftHandObject != Nothing);
 
 	//  Initialize the bow firing motion
 	if (flags & reset) {
@@ -3416,7 +3416,7 @@ void MotionTask::fireBowAction(void) {
 		//  Compute the direction to the target
 		direction = (targetObj->getLocation() - a->getLocation()).quickDir();
 
-		if (a->appearance != NULL
+		if (a->_appearance != NULL
 		        &&  a->isActionAvailable(actionFireBow)) {
 			//  Calculate the number of frames in the animation before the
 			//  projectile is actually fired
@@ -3435,18 +3435,18 @@ void MotionTask::fireBowAction(void) {
 		}
 
 		a->setActionPoints(
-		    computeTurnFrames(a->currentFacing, direction) + 10);
+		    computeTurnFrames(a->_currentFacing, direction) + 10);
 
-		if (a->currentFacing != direction)
+		if (a->_currentFacing != direction)
 			a->turn(direction);
 
 		flags &= ~reset;
-	} else if (a->currentFacing != direction)
+	} else if (a->_currentFacing != direction)
 		a->turn(direction);
 	else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((flags & nextAnim) && a->appearance == NULL)
+		if ((flags & nextAnim) && a->_appearance == NULL)
 			flags &= ~nextAnim;
 
 		//  If the action counter has reached zero, get a projectile and
@@ -3454,13 +3454,13 @@ void MotionTask::fireBowAction(void) {
 		if (actionCounter == 0) {
 			GameObject  *missileWeapon;
 
-			missileWeapon = GameObject::objectAddress(a->leftHandObject);
+			missileWeapon = GameObject::objectAddress(a->_leftHandObject);
 			if (missileWeapon != NULL) {
 				GameObject  *proj;
 
 				//  Ask the missile weapon's prototype to get a projectile
 				proj =  missileWeapon->proto()->getProjectile(
-				            a->leftHandObject,
+				            a->_leftHandObject,
 				            a->thisID());
 
 				//  Shoot the projectile
@@ -3470,9 +3470,9 @@ void MotionTask::fireBowAction(void) {
 					            projCrossSection = proj->proto()->crossSection;
 					ObjectID    projID;
 
-					actorLoc.u +=       incDirTable[a->currentFacing].u
+					actorLoc.u +=       incDirTable[a->_currentFacing].u
 					                    * (actorCrossSection + projCrossSection);
-					actorLoc.v +=       incDirTable[a->currentFacing].v
+					actorLoc.v +=       incDirTable[a->_currentFacing].v
 					                    * (actorCrossSection + projCrossSection);
 					actorLoc.z += a->proto()->height * 7 / 8;
 
@@ -3507,11 +3507,11 @@ void MotionTask::castSpellAction(void) {
 	Actor       *a = (Actor *)object;
 
 	//  Turn until facing the target
-	if (a->currentFacing != direction)
+	if (a->_currentFacing != direction)
 		a->turn(direction);
 	else {
 		if (flags & reset) {
-			if (a->appearance != NULL
+			if (a->_appearance != NULL
 			        &&  a->isActionAvailable(actionCastSpell)) {
 				//  Calculate the number of frames in the animation before the
 				//  spell is case
@@ -3534,7 +3534,7 @@ void MotionTask::castSpellAction(void) {
 
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((flags & nextAnim) && a->appearance == NULL)
+		if ((flags & nextAnim) && a->_appearance == NULL)
 			flags &= ~nextAnim;
 
 		if (actionCounter == 0) {
@@ -3578,7 +3578,7 @@ void MotionTask::useWandAction(void) {
 
 		direction = (targetObj->getLocation() - a->getLocation()).quickDir();
 
-		if (a->appearance != NULL
+		if (a->_appearance != NULL
 		        &&  a->isActionAvailable(actionUseWand)) {
 			actionCounter = a->animationFrames(actionUseWand, direction) - 1;
 			a->setAction(actionUseWand, 0);
@@ -3595,7 +3595,7 @@ void MotionTask::useWandAction(void) {
 		}
 
 		a->setActionPoints(
-		    computeTurnFrames(a->currentFacing, direction) + 10);
+		    computeTurnFrames(a->_currentFacing, direction) + 10);
 
 		flags &= ~reset;
 	}
@@ -3613,7 +3613,7 @@ void MotionTask::twoHandedParryAction(void) {
 
 		direction = (d.attacker->getLocation() - a->getLocation()).quickDir();
 
-		if (a->appearance != NULL
+		if (a->_appearance != NULL
 		        &&  a->isActionAvailable(actionTwoHandParry)) {
 			a->setAction(actionTwoHandParry, 0);
 			animationFrames = a->animationFrames(actionTwoHandParry, direction);
@@ -3630,7 +3630,7 @@ void MotionTask::twoHandedParryAction(void) {
 		}
 
 		a->setActionPoints(
-		    computeTurnFrames(a->currentFacing, direction)
+		    computeTurnFrames(a->_currentFacing, direction)
 		    +   animationFrames + 1);
 
 		flags &= ~reset;
@@ -3649,7 +3649,7 @@ void MotionTask::oneHandedParryAction(void) {
 		direction = (d.attacker->getLocation() - a->getLocation()).quickDir();
 
 		combatMotionType = oneHandedParryHigh;
-		if (a->appearance != NULL
+		if (a->_appearance != NULL
 		        &&  a->isActionAvailable(actionParryHigh)) {
 			a->setAction(actionParryHigh, 0);
 			animationFrames = a->animationFrames(actionParryHigh, direction);
@@ -3666,7 +3666,7 @@ void MotionTask::oneHandedParryAction(void) {
 		}
 
 		a->setActionPoints(
-		    computeTurnFrames(a->currentFacing, direction)
+		    computeTurnFrames(a->_currentFacing, direction)
 		    +   animationFrames + 1);
 
 		flags &= ~reset;
@@ -3684,7 +3684,7 @@ void MotionTask::shieldParryAction(void) {
 
 		direction = (d.attacker->getLocation() - a->getLocation()).quickDir();
 
-		if (a->appearance != NULL
+		if (a->_appearance != NULL
 		        &&  a->isActionAvailable(actionShieldParry)) {
 			a->setAction(actionShieldParry, 0);
 			animationFrames = a->animationFrames(actionShieldParry, direction);
@@ -3701,7 +3701,7 @@ void MotionTask::shieldParryAction(void) {
 		}
 
 		a->setActionPoints(
-		    computeTurnFrames(a->currentFacing, direction)
+		    computeTurnFrames(a->_currentFacing, direction)
 		    +   animationFrames + 1);
 
 		flags &= ~reset;
@@ -3714,7 +3714,7 @@ void MotionTask::shieldParryAction(void) {
 
 void MotionTask::dodgeAction(void) {
 	Actor           *a = (Actor *)object;
-	MotionTask      *attackerMotion = d.attacker->moveTask;
+	MotionTask      *attackerMotion = d.attacker->_moveTask;
 
 	if (flags & reset) {
 		//  If the attacker is not attacking, we're done
@@ -3729,10 +3729,10 @@ void MotionTask::dodgeAction(void) {
 		if (attackerMotion->framesUntilStrike() <= 2) {
 			int16       animationFrames;
 
-			if (a->appearance != NULL
-			        &&  a->isActionAvailable(actionJumpUp, a->currentFacing)) {
+			if (a->_appearance != NULL
+			        &&  a->isActionAvailable(actionJumpUp, a->_currentFacing)) {
 				a->setAction(actionJumpUp, 0);
-				animationFrames = a->animationFrames(actionJumpUp, a->currentFacing);
+				animationFrames = a->animationFrames(actionJumpUp, a->_currentFacing);
 
 				//  Set this flag to indicate that the animation is actually
 				//  being played
@@ -3753,7 +3753,7 @@ void MotionTask::dodgeAction(void) {
 	} else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((flags & nextAnim) && a->appearance == NULL)
+		if ((flags & nextAnim) && a->_appearance == NULL)
 			flags &= ~nextAnim;
 
 		if (flags & nextAnim) {
@@ -3782,13 +3782,13 @@ void MotionTask::acceptHitAction(void) {
 		StandingTileInfo    sti;
 		int16               animationFrames;
 
-		a->currentFacing =
+		a->_currentFacing =
 		    (d.attacker->getWorldLocation() - a->getLocation()).quickDir();
 
-		if (a->appearance != NULL
-		        &&  a->isActionAvailable(actionHit, a->currentFacing)) {
+		if (a->_appearance != NULL
+		        &&  a->isActionAvailable(actionHit, a->_currentFacing)) {
 			a->setAction(actionHit, 0);
-			animationFrames = a->animationFrames(actionHit, a->currentFacing);
+			animationFrames = a->animationFrames(actionHit, a->_currentFacing);
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
@@ -3805,7 +3805,7 @@ void MotionTask::acceptHitAction(void) {
 
 		if (g_vm->_rnd->getRandomNumber(1)) {
 			//  Calculate the new position to knock the actor back to
-			newLoc += dirTable[(a->currentFacing - 4) & 0x7];
+			newLoc += dirTable[(a->_currentFacing - 4) & 0x7];
 
 			//  If the actor is not blocked, move him back
 			if (!checkBlocked(a, newLoc)) {
@@ -3819,7 +3819,7 @@ void MotionTask::acceptHitAction(void) {
 	} else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((flags & nextAnim) && a->appearance == NULL)
+		if ((flags & nextAnim) && a->_appearance == NULL)
 			flags &= ~nextAnim;
 
 		if (flags & nextAnim) {
@@ -3840,15 +3840,15 @@ void MotionTask::fallDownAction(void) {
 		StandingTileInfo    sti;
 		int16               animationFrames;
 
-		a->currentFacing =
+		a->_currentFacing =
 		    (d.attacker->getWorldLocation() - a->getLocation()).quickDir();
 
-		if (a->appearance != NULL
-		        &&  a->isActionAvailable(actionKnockedDown, a->currentFacing)) {
+		if (a->_appearance != NULL
+		        &&  a->isActionAvailable(actionKnockedDown, a->_currentFacing)) {
 			a->setAction(actionKnockedDown, 0);
 			animationFrames =   a->animationFrames(
 			                        actionKnockedDown,
-			                        a->currentFacing);
+			                        a->_currentFacing);
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
@@ -3865,7 +3865,7 @@ void MotionTask::fallDownAction(void) {
 
 		if (g_vm->_rnd->getRandomNumber(1)) {
 			//  Calculate the new position to knock the actor back to
-			newLoc += dirTable[(a->currentFacing - 4) & 0x7];
+			newLoc += dirTable[(a->_currentFacing - 4) & 0x7];
 			newLoc.z = tileSlopeHeight(newLoc, a, &sti);
 
 			//  If the actor is not blocked, move him back
@@ -3879,7 +3879,7 @@ void MotionTask::fallDownAction(void) {
 	} else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((flags & nextAnim) && a->appearance == NULL)
+		if ((flags & nextAnim) && a->_appearance == NULL)
 			flags &= ~nextAnim;
 
 		if (flags & nextAnim) {
@@ -3897,12 +3897,12 @@ void MotionTask::offensiveMeleeAction(void) {
 	Actor       *a = (Actor *)object;
 
 	//  Turn until facing the target
-	if (a->currentFacing != direction)
+	if (a->_currentFacing != direction)
 		a->turn(direction);
 	else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((flags & nextAnim) && a->appearance == NULL)
+		if ((flags & nextAnim) && a->_appearance == NULL)
 			flags &= ~nextAnim;
 
 		//  If the action counter has reached zero, use the weapon on
@@ -3936,12 +3936,12 @@ void MotionTask::useMagicWeaponAction(void) {
 	Actor       *a = (Actor *)object;
 
 	//  Turn until facing the target
-	if (a->currentFacing != direction)
+	if (a->_currentFacing != direction)
 		a->turn(direction);
 	else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((flags & nextAnim) && a->appearance == NULL)
+		if ((flags & nextAnim) && a->_appearance == NULL)
 			flags &= ~nextAnim;
 
 		//  If the action counter has reached zero, get a spell and
@@ -3989,7 +3989,7 @@ void MotionTask::useMagicWeaponAction(void) {
 
 void MotionTask::defensiveMeleeAction(void) {
 	Actor           *a = (Actor *)object;
-	MotionTask      *attackerMotion = d.attacker->moveTask;
+	MotionTask      *attackerMotion = d.attacker->_moveTask;
 
 	//  Determine if the blocking action has been initiated
 	if (!(d.defenseFlags & blocking)) {
@@ -4002,7 +4002,7 @@ void MotionTask::defensiveMeleeAction(void) {
 		}
 
 		//  turn towards attacker
-		if (a->currentFacing != direction)
+		if (a->_currentFacing != direction)
 			a->turn(direction);
 
 		//  If the strike is about to land start the blocking motion
@@ -4011,7 +4011,7 @@ void MotionTask::defensiveMeleeAction(void) {
 	} else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((flags & nextAnim) && a->appearance == NULL)
+		if ((flags & nextAnim) && a->_appearance == NULL)
 			flags &= ~nextAnim;
 
 		//  Run through the animation frames
@@ -4084,21 +4084,21 @@ void MotionTask::updatePositions(void) {
 
 			if (mt->flags & reset) {
 				a->setAction(actionStand, 0);
-				a->cycleCount = g_vm->_rnd->getRandomNumber(3);
+				a->_cycleCount = g_vm->_rnd->getRandomNumber(3);
 				mt->flags &= ~(reset | nextAnim);
 			}
-			if (a->cycleCount == 0) {
+			if (a->_cycleCount == 0) {
 				a->setAction(actionTalk, 0);
 				mt->flags |= nextAnim;
-				a->cycleCount = -1;
+				a->_cycleCount = -1;
 			} else if (mt->flags & nextAnim) {
 				if (a->nextAnimationFrame()) {
 					a->setAction(actionStand, 0);
-					a->cycleCount = g_vm->_rnd->getRandomNumber(3);
+					a->_cycleCount = g_vm->_rnd->getRandomNumber(3);
 					mt->flags &= ~nextAnim;
 				}
 			} else
-				a->cycleCount--;
+				a->_cycleCount--;
 			break;
 
 		case motionTypeLand:
@@ -4239,7 +4239,7 @@ void MotionTask::updatePositions(void) {
 				) {
 					mt->direction = (mt->o.indirectObject->getLocation()
 					                 -   a->getLocation()).quickDir();
-					if (a->currentFacing != mt->direction)
+					if (a->_currentFacing != mt->direction)
 						a->turn(mt->direction);
 					else {
 						//  The actor will now be uniterruptable
@@ -4294,7 +4294,7 @@ void MotionTask::updatePositions(void) {
 				mt->flags &= ~reset;
 			}
 
-			if (a->currentFacing != mt->direction)
+			if (a->_currentFacing != mt->direction)
 				a->turn(mt->direction);
 			else {
 				//  The actor will now be uniterruptable
@@ -4314,7 +4314,7 @@ void MotionTask::updatePositions(void) {
 				mt->flags &= ~reset;
 			}
 
-			if (a->currentFacing != mt->direction)
+			if (a->_currentFacing != mt->direction)
 				a->turn(mt->direction);
 			else {
 				//  The actor will now be uniterruptable
@@ -4354,7 +4354,7 @@ void MotionTask::updatePositions(void) {
 				mt->flags &= ~reset;
 			}
 
-			if (a->currentFacing != mt->direction)
+			if (a->_currentFacing != mt->direction)
 				a->turn(mt->direction);
 			else {
 				//  The actor will now be uniterruptable
@@ -4372,7 +4372,7 @@ void MotionTask::updatePositions(void) {
 					mt->flags &= ~reset;
 				}
 
-				if (a->currentFacing != mt->direction)
+				if (a->_currentFacing != mt->direction)
 					a->turn(mt->direction);
 				else {
 					//  The actor will now be uniterruptable
@@ -4406,7 +4406,7 @@ void MotionTask::updatePositions(void) {
 			if (isWorld(mt->o.indirectObject->IDParent())) {
 				mt->direction = (mt->o.indirectObject->getLocation()
 				                 -   a->getLocation()).quickDir();
-				if (a->currentFacing != mt->direction)
+				if (a->_currentFacing != mt->direction)
 					a->turn(mt->direction);
 				else {
 					//  The actor will now be uniterruptable
@@ -4444,7 +4444,7 @@ void MotionTask::updatePositions(void) {
 				mt->flags &= ~reset;
 			}
 
-			if (a->currentFacing != mt->direction)
+			if (a->_currentFacing != mt->direction)
 				a->turn(mt->direction);
 			else {
 				//  The actor will now be uniterruptable
@@ -4752,7 +4752,7 @@ bool checkLadder(Actor *a, const TilePoint &loc) {
 
 		if (footPrintMask & ladderMask) {
 			if (!(~ladderMask & 0xF000)) {
-				a->currentFacing = 7;
+				a->_currentFacing = 7;
 				a->move(
 				    TilePoint(
 				        (tileLoc.u << kTileUVShift)
@@ -4761,14 +4761,14 @@ bool checkLadder(Actor *a, const TilePoint &loc) {
 				        (tileLoc.v << kTileUVShift) + kTileUVSize / 2,
 				        loc.z));
 			} else if (!(~ladderMask & 0x000F)) {
-				a->currentFacing = 3;
+				a->_currentFacing = 3;
 				a->move(
 				    TilePoint(
 				        (tileLoc.u << kTileUVShift) + crossSection,
 				        (tileLoc.v << kTileUVShift) + kTileUVSize / 2,
 				        loc.z));
 			} else if (!(~ladderMask & 0x8888)) {
-				a->currentFacing = 1;
+				a->_currentFacing = 1;
 				a->move(
 				    TilePoint(
 				        (tileLoc.u << kTileUVShift) + kTileUVSize / 2,
@@ -4777,7 +4777,7 @@ bool checkLadder(Actor *a, const TilePoint &loc) {
 				        -   crossSection,
 				        loc.z));
 			} else {
-				a->currentFacing = 3;
+				a->_currentFacing = 3;
 				a->move(
 				    TilePoint(
 				        (tileLoc.u << kTileUVShift) + kTileUVSize / 2,
diff --git a/engines/saga2/motion.h b/engines/saga2/motion.h
index 0b8aa87db0..a38ecc8172 100644
--- a/engines/saga2/motion.h
+++ b/engines/saga2/motion.h
@@ -280,7 +280,7 @@ private:
 			flags &= ~reset;
 		}
 
-		if (a->currentFacing != direction)
+		if (a->_currentFacing != direction)
 			a->turn(direction);
 		else
 			remove(motionCompleted);
@@ -571,7 +571,8 @@ inline void MotionTask::walkTo(
     bool            run,
     bool            canAgitate) {
 	walkTo(actor, target, run, canAgitate);
-	if (actor.moveTask != NULL) actor.moveTask->thread = th;
+	if (actor._moveTask != NULL)
+		actor._moveTask->thread = th;
 }
 
 inline void MotionTask::walkToDirect(
@@ -581,12 +582,14 @@ inline void MotionTask::walkToDirect(
     bool            run,
     bool            canAgitate) {
 	walkToDirect(actor, target, run, canAgitate);
-	if (actor.moveTask != NULL) actor.moveTask->thread = th;
+	if (actor._moveTask != NULL)
+		actor._moveTask->thread = th;
 }
 
 inline void MotionTask::turn(ThreadID th, Actor &actor, Direction dir) {
 	turn(actor, dir);
-	if (actor.moveTask != NULL) actor.moveTask->thread = th;
+	if (actor._moveTask != NULL)
+		actor._moveTask->thread = th;
 }
 
 inline void MotionTask::turnTowards(
@@ -594,12 +597,14 @@ inline void MotionTask::turnTowards(
     Actor           &actor,
     const TilePoint &where) {
 	turnTowards(actor, where);
-	if (actor.moveTask != NULL) actor.moveTask->thread = th;
+	if (actor._moveTask != NULL)
+		actor._moveTask->thread = th;
 }
 
 inline void MotionTask::give(ThreadID th, Actor &actor, Actor &givee) {
 	give(actor, givee);
-	if (actor.moveTask != NULL) actor.moveTask->thread = th;
+	if (actor._moveTask != NULL)
+		actor._moveTask->thread = th;
 }
 
 /* ===================================================================== *
diff --git a/engines/saga2/objects.cpp b/engines/saga2/objects.cpp
index 9247d623f7..ad31eacb24 100644
--- a/engines/saga2/objects.cpp
+++ b/engines/saga2/objects.cpp
@@ -1028,13 +1028,13 @@ void GameObject::updateImage(ObjectID oldParentID) {
 		Actor           *a = (Actor *)oldParent;
 		int             i;
 
-		if (a->leftHandObject == id)
-			a->leftHandObject = Nothing;
-		else if (a->rightHandObject == id)
-			a->rightHandObject = Nothing;
+		if (a->_leftHandObject == id)
+			a->_leftHandObject = Nothing;
+		else if (a->_rightHandObject == id)
+			a->_rightHandObject = Nothing;
 
 		for (i = 0; i < ARMOR_COUNT; i++) {
-			if (a->armorObjects[i] == id) {
+			if (a->_armorObjects[i] == id) {
 				a->wear(Nothing, i);
 				break;
 			}
@@ -1318,11 +1318,11 @@ void GameObject::deleteObject(void) {
 		Actor       *a = (Actor *)objectAddress(_data.parentID);
 		int         i;
 
-		if (a->leftHandObject == id) a->leftHandObject = Nothing;
-		if (a->rightHandObject == id) a->rightHandObject = Nothing;
+		if (a->_leftHandObject == id) a->_leftHandObject = Nothing;
+		if (a->_rightHandObject == id) a->_rightHandObject = Nothing;
 
-		for (i = 0; i < ARRAYSIZE(a->armorObjects); i++)
-			if (a->armorObjects[i] == id)
+		for (i = 0; i < ARRAYSIZE(a->_armorObjects); i++)
+			if (a->_armorObjects[i] == id)
 				a->wear(Nothing, i);
 	}
 
@@ -2126,7 +2126,7 @@ bool GameObject::canSenseProtaganist(SenseInfo &info, int16 range) {
 
 	if (isActor(this)) {
 		Actor *a = (Actor *) this;
-		return sensor.check(info, a->enchantmentFlags);
+		return sensor.check(info, a->_enchantmentFlags);
 	}
 	return sensor.check(info, nonActorSenseFlags);
 }
@@ -2143,7 +2143,7 @@ bool GameObject::canSenseSpecificActor(
 
 	if (isActor(this)) {
 		Actor *ac = (Actor *)this;
-		return sensor.check(info, ac->enchantmentFlags);
+		return sensor.check(info, ac->_enchantmentFlags);
 	}
 	return sensor.check(info, nonActorSenseFlags);
 }
@@ -2160,7 +2160,7 @@ bool GameObject::canSenseSpecificObject(
 
 	if (isActor(this)) {
 		Actor *a = (Actor *) this;
-		return sensor.check(info, a->enchantmentFlags);
+		return sensor.check(info, a->_enchantmentFlags);
 	}
 	return sensor.check(info, nonActorSenseFlags);
 }
@@ -2177,7 +2177,7 @@ bool GameObject::canSenseActorProperty(
 
 	if (isActor(this)) {
 		Actor *a = (Actor *) this;
-		return sensor.check(info, a->enchantmentFlags);
+		return sensor.check(info, a->_enchantmentFlags);
 	}
 	return sensor.check(info, nonActorSenseFlags);
 }
@@ -2194,7 +2194,7 @@ bool GameObject::canSenseObjectProperty(
 
 	if (isActor(this)) {
 		Actor *a = (Actor *) this;
-		return sensor.check(info, a->enchantmentFlags);
+		return sensor.check(info, a->_enchantmentFlags);
 	}
 	return sensor.check(info, nonActorSenseFlags);
 }
diff --git a/engines/saga2/objproto.cpp b/engines/saga2/objproto.cpp
index d29167a620..b98365c4ca 100644
--- a/engines/saga2/objproto.cpp
+++ b/engines/saga2/objproto.cpp
@@ -1521,8 +1521,8 @@ bool WeaponProto::isObjectBeingUsed(GameObject *obj) {
 	if (wielder != Nothing) {
 		Actor *a = (Actor *)GameObject::objectAddress(wielder);
 
-		if (a->rightHandObject == obj->thisID()
-		        ||  a->leftHandObject == obj->thisID())
+		if (a->_rightHandObject == obj->thisID()
+		        ||  a->_leftHandObject == obj->thisID())
 			return true;
 	}
 	return false;
@@ -1542,13 +1542,13 @@ bool MeleeWeaponProto::useAction(ObjectID dObj, ObjectID enactor) {
 
 	if (enactor != dObjPtr->IDParent()) return false;
 
-	if (dObj == a->rightHandObject)
+	if (dObj == a->_rightHandObject)
 		a->holdInRightHand(Nothing);
 	else {
 		GameObject      *leftHandObjectPtr;
 
-		leftHandObjectPtr = a->leftHandObject != Nothing
-		                    ?   GameObject::objectAddress(a->leftHandObject)
+		leftHandObjectPtr = a->_leftHandObject != Nothing
+		                    ?   GameObject::objectAddress(a->_leftHandObject)
 		                    :   NULL;
 
 		if (dObjPtr->proto()->isTwoHanded(enactor)
@@ -1710,7 +1710,7 @@ uint8 MeleeWeaponProto::weaponRating(
 
 	//  If the wielder is on screen yet does not have the attack frames
 	//  for this weapon then this weapon is useless
-	if (wielder->appearance != NULL
+	if (wielder->_appearance != NULL
 	        &&  !wielder->isActionAvailable(fightStanceAction(wielderID)))
 		return 0;
 
@@ -1748,19 +1748,19 @@ bool MeleeWeaponProto::useSlotAvailable(GameObject *obj, Actor *a) {
 	assert(isObject(obj) && obj->proto() == this);
 	assert(isActor(a));
 
-	if (a->rightHandObject == Nothing) {
-		if (a->leftHandObject != Nothing) {
-			assert(isObject(a->leftHandObject));
+	if (a->_rightHandObject == Nothing) {
+		if (a->_leftHandObject != Nothing) {
+			assert(isObject(a->_leftHandObject));
 
 			GameObject      *leftHandObjectPtr;
 
-			leftHandObjectPtr = GameObject::objectAddress(a->leftHandObject);
+			leftHandObjectPtr = GameObject::objectAddress(a->_leftHandObject);
 			return      !isTwoHanded(a->thisID())
 			            &&  !leftHandObjectPtr->proto()->isTwoHanded(a->thisID());
 		}
 		return true;
 	}
-	assert(isObject(a->rightHandObject));
+	assert(isObject(a->_rightHandObject));
 
 	return false;
 }
@@ -1854,7 +1854,7 @@ bool BowProto::useAction(ObjectID dObj, ObjectID enactor) {
 
 	//  If this object is in the enactor's left hand remove it else
 	//  place it into his left hand
-	if (a->leftHandObject == dObj)
+	if (a->_leftHandObject == dObj)
 		a->holdInLeftHand(Nothing);
 	else {
 		a->holdInRightHand(Nothing);
@@ -1916,7 +1916,7 @@ bool BowProto::useSlotAvailable(GameObject *obj, Actor *a) {
 	assert(isObject(obj) && obj->proto() == this);
 	assert(isActor(a));
 
-	return a->leftHandObject == Nothing && a->rightHandObject == Nothing;
+	return a->_leftHandObject == Nothing && a->_rightHandObject == Nothing;
 }
 
 //-----------------------------------------------------------------------
@@ -1935,7 +1935,7 @@ uint8 BowProto::weaponRating(
 
 	//  If the wielder is on screen yet does not have the attack frames
 	//  for this weapon then this weapon is useless
-	if (wielder->appearance != NULL
+	if (wielder->_appearance != NULL
 	        &&  !wielder->isActionAvailable(fightStanceAction(wielderID)))
 		return 0;
 
@@ -1972,7 +1972,7 @@ bool WeaponWandProto::useAction(ObjectID dObj, ObjectID enactor) {
 
 	//  If this object is in the enactor's left hand remove it else
 	//  place it into his left hand
-	if (a->leftHandObject == dObj)
+	if (a->_leftHandObject == dObj)
 		a->holdInLeftHand(Nothing);
 	else {
 		a->holdInRightHand(Nothing);
@@ -2006,7 +2006,7 @@ bool WeaponWandProto::useSlotAvailable(GameObject *obj, Actor *a) {
 	assert(isObject(obj) && obj->proto() == this);
 	assert(isActor(a));
 
-	return a->leftHandObject == Nothing && a->rightHandObject == Nothing;
+	return a->_leftHandObject == Nothing && a->_rightHandObject == Nothing;
 }
 
 //-----------------------------------------------------------------------
@@ -2024,7 +2024,7 @@ uint8 WeaponWandProto::weaponRating(
 
 	//  If the wielder is on screen yet does not have the attack frames
 	//  for this weapon then this weapon is useless
-	if (wielder->appearance != NULL
+	if (wielder->_appearance != NULL
 	        &&  !wielder->isActionAvailable(fightStanceAction(wielderID)))
 		return 0;
 
@@ -2199,7 +2199,7 @@ bool ArmorProto::isObjectBeingUsed(GameObject *obj) {
 		ObjectID    id = obj->thisID();
 
 		for (int i = 0; i < ARMOR_COUNT; i++) {
-			if (a->armorObjects[i] == id) return true;
+			if (a->_armorObjects[i] == id) return true;
 		}
 	}
 	return false;
@@ -2213,7 +2213,7 @@ bool ArmorProto::useSlotAvailable(GameObject *obj, Actor *a) {
 	assert(isObject(obj) || obj->proto() == this);
 	assert(isActor(a));
 
-	return a->armorObjects[whereWearable] == Nothing;
+	return a->_armorObjects[whereWearable] == Nothing;
 }
 
 //-----------------------------------------------------------------------
@@ -2232,7 +2232,7 @@ bool ArmorProto::useAction(ObjectID dObj, ObjectID enactor) {
 
 	int16       slot = whereWearable;
 
-	if (a->armorObjects[slot] == dObj)
+	if (a->_armorObjects[slot] == dObj)
 		a->wear(Nothing, slot);
 	else
 		a->wear(dObj, slot);
@@ -2260,16 +2260,16 @@ bool ShieldProto::useAction(ObjectID dObj, ObjectID enactor) {
 
 	if (enactor != dObjPtr->IDParent()) return false;
 
-	if (a->rightHandObject != Nothing) {
-		assert(isObject(a->rightHandObject));
+	if (a->_rightHandObject != Nothing) {
+		assert(isObject(a->_rightHandObject));
 		GameObject  *rightHandObjectPtr =
-		    GameObject::objectAddress(a->rightHandObject);
+		    GameObject::objectAddress(a->_rightHandObject);
 
 		if (rightHandObjectPtr->proto()->isTwoHanded(enactor))
 			return false;
 	}
 
-	a->holdInLeftHand(dObj != a->leftHandObject ? dObj : Nothing);
+	a->holdInLeftHand(dObj != a->_leftHandObject ? dObj : Nothing);
 
 	return true;
 }
@@ -2326,8 +2326,8 @@ bool ShieldProto::isObjectBeingUsed(GameObject *obj) {
 	if (wielder != Nothing) {
 		Actor *a = (Actor *)GameObject::objectAddress(wielder);
 
-		if (a->rightHandObject == obj->thisID()
-		        ||  a->leftHandObject == obj->thisID())
+		if (a->_rightHandObject == obj->thisID()
+		        ||  a->_leftHandObject == obj->thisID())
 			return true;
 	}
 	return false;
@@ -2341,13 +2341,13 @@ bool ShieldProto::useSlotAvailable(GameObject *obj, Actor *a) {
 	assert(isObject(obj) || obj->proto() == this);
 	assert(isActor(a));
 
-	if (a->leftHandObject == Nothing) {
-		if (a->rightHandObject != Nothing) {
-			assert(isObject(a->rightHandObject));
+	if (a->_leftHandObject == Nothing) {
+		if (a->_rightHandObject != Nothing) {
+			assert(isObject(a->_rightHandObject));
 
 			GameObject      *rightHandObjectPtr;
 
-			rightHandObjectPtr = GameObject::objectAddress(a->rightHandObject);
+			rightHandObjectPtr = GameObject::objectAddress(a->_rightHandObject);
 			return !rightHandObjectPtr->proto()->isTwoHanded(a->thisID());
 		}
 
diff --git a/engines/saga2/path.cpp b/engines/saga2/path.cpp
index 2772511547..abc22933dc 100644
--- a/engines/saga2/path.cpp
+++ b/engines/saga2/path.cpp
@@ -1389,7 +1389,7 @@ static void push(
 PathRequest::PathRequest(Actor *a, int16 howSmart) {
 	actor       = a;
 	smartness   = howSmart;
-	mTask       = actor->moveTask;
+	mTask       = actor->_moveTask;
 	flags       = mTask->flags & MotionTask::requestRun ? run : 0;
 
 	if (path == nullptr)
@@ -1994,7 +1994,7 @@ PathResult PathRequest::findPath(void) {
 			            +   dir
 			            - (qi.direction != dirInvalid
 			               ?   qi.direction
-			               :   actor->currentFacing)];
+			               :   actor->_currentFacing)];
 
 #if VISUAL1
 			TPLine(centerPt, testPt);
diff --git a/engines/saga2/player.cpp b/engines/saga2/player.cpp
index c9efe4dbba..7f0357572b 100644
--- a/engines/saga2/player.cpp
+++ b/engines/saga2/player.cpp
@@ -79,7 +79,7 @@ void PlayerActor::resolveBanding(void) {
 	Actor *centerActor_     = getCenterActor();
 
 	// if already following, tell the actor to cease and desist
-	if (follower->leader) {
+	if (follower->_leader) {
 		follower->disband();
 	}
 
@@ -103,15 +103,15 @@ void PlayerActor::recalcPortraitType(void) {
 
 	if (a->isDead())
 		pType = kPortraitDead;
-	else if (a->enchantmentFlags & (1 << actorAsleep))
+	else if (a->_enchantmentFlags & (1 << actorAsleep))
 		pType = kPortraitAsleep;
-	else if (stats.vitality >= a->effectiveStats.vitality * 3)
+	else if (stats.vitality >= a->_effectiveStats.vitality * 3)
 		pType = kPortraitWounded;
-	else if (a->enchantmentFlags & ((1 << actorDiseased) | (1 << actorPoisoned)))
+	else if (a->_enchantmentFlags & ((1 << actorDiseased) | (1 << actorPoisoned)))
 		pType = kPortraitSick;
-	else if (stats.vitality * 2 > a->effectiveStats.vitality * 3)
+	else if (stats.vitality * 2 > a->_effectiveStats.vitality * 3)
 		pType = kPortraitOuch;
-	else if (a->enchantmentFlags & ((1 << actorParalyzed) | (1 << actorFear) | (1 << actorBlind)))
+	else if (a->_enchantmentFlags & ((1 << actorParalyzed) | (1 << actorFear) | (1 << actorBlind)))
 		pType = kPortraitConfused;
 	else if (isAggressive())
 		pType = kPortraitAngry;
@@ -135,7 +135,7 @@ void PlayerActor::AttribUpdate(void) {
 	Actor *actor = getActor();
 
 	// get the effective stats for this player actor
-	ActorAttributes *effStats = &actor->effectiveStats;
+	ActorAttributes *effStats = &actor->_effectiveStats;
 
 	for (int16 i = 0; i < numSkills; i++) {
 		// go through each skill and update as needed
@@ -185,12 +185,12 @@ void PlayerActor::manaUpdate(void) {
 	Actor *actor = getActor();
 
 	// get indirections for each of the effective mana types
-	int16 *effectiveMana[numManas] = { &actor->effectiveStats.redMana,
-	                                     &actor->effectiveStats.orangeMana,
-	                                     &actor->effectiveStats.yellowMana,
-	                                     &actor->effectiveStats.greenMana,
-	                                     &actor->effectiveStats.blueMana,
-	                                     &actor->effectiveStats.violetMana
+	int16 *effectiveMana[numManas] = { &actor->_effectiveStats.redMana,
+	                                     &actor->_effectiveStats.orangeMana,
+	                                     &actor->_effectiveStats.yellowMana,
+	                                     &actor->_effectiveStats.greenMana,
+	                                     &actor->_effectiveStats.blueMana,
+	                                     &actor->_effectiveStats.violetMana
 	                                   };
 
 	// get indirections for each of the base mana types
@@ -472,7 +472,7 @@ ActorAttributes *PlayerActor::getEffStats(void) {
 	Actor *actor = getActor();
 
 	// get the effective stats for this player actor
-	ActorAttributes *effStats = &actor->effectiveStats;
+	ActorAttributes *effStats = &actor->_effectiveStats;
 
 	// valid?
 	assert(effStats);
@@ -556,7 +556,7 @@ void setCenterActor(PlayerActorID newCenter) {
 	getCenterActor()->setFightStance(false);
 
 	// get rid of any following assignments the center actor might have
-	if (a->leader) {
+	if (a->_leader) {
 		a->disband();
 	}
 
@@ -567,10 +567,10 @@ void setCenterActor(PlayerActorID newCenter) {
 	g_vm->_containerList->setPlayerNum(newCenter);
 	setEnchantmentDisplay();
 
-	if (a->curTask != NULL) {
-		a->curTask->abortTask();
-		delete a->curTask;
-		a->curTask = NULL;
+	if (a->_curTask != NULL) {
+		a->_curTask->abortTask();
+		delete a->_curTask;
+		a->_curTask = NULL;
 	}
 
 	//  Set the new centers fight stance based upon his aggression state
@@ -589,8 +589,8 @@ void setCenterActor(PlayerActorID newCenter) {
 //	Set a new center actor based upon an Actor address
 
 void setCenterActor(Actor *newCenter) {
-	assert(newCenter->disposition >= dispositionPlayer);
-	setCenterActor(newCenter->disposition - dispositionPlayer);
+	assert(newCenter->_disposition >= dispositionPlayer);
+	setCenterActor(newCenter->_disposition - dispositionPlayer);
 }
 
 //-----------------------------------------------------------------------
@@ -674,7 +674,7 @@ void autoAdjustAggression(void) {
 
 					a = (Actor *)obj;
 
-					if (a->disposition == dispositionEnemy) {
+					if (a->_disposition == dispositionEnemy) {
 						enemiesPresent = true;
 						break;
 					}
@@ -757,8 +757,8 @@ int16 getPortraitType(PlayerActorID id) {
 //	Given an actor, returns the corresponding player Actor ID
 
 bool actorToPlayerID(Actor *a, PlayerActorID &result) {
-	if (a->disposition >= dispositionPlayer) {
-		result = a->disposition - dispositionPlayer;
+	if (a->_disposition >= dispositionPlayer) {
+		result = a->_disposition - dispositionPlayer;
 		return true;
 	}
 
@@ -770,8 +770,8 @@ bool actorIDToPlayerID(ObjectID id, PlayerActorID &result) {
 
 	Actor       *a = (Actor *)GameObject::objectAddress(id);
 
-	if (a->disposition >= dispositionPlayer) {
-		result = a->disposition - dispositionPlayer;
+	if (a->_disposition >= dispositionPlayer) {
+		result = a->_disposition - dispositionPlayer;
 		return true;
 	}
 
@@ -817,7 +817,8 @@ void transportCenterBand(const Location &loc) {
 	LivingPlayerActorIterator   iter;
 
 	center->move(loc);
-	if (center->moveTask != NULL) center->moveTask->finishWalk();
+	if (center->_moveTask != NULL)
+		center->_moveTask->finishWalk();
 
 	for (player = iter.first();
 	        player != NULL;
@@ -843,7 +844,8 @@ void transportCenterBand(const Location &loc) {
 
 			if (dest != Nowhere) {
 				a->move(Location(dest, loc.context));
-				if (a->moveTask != NULL) a->moveTask->finishWalk();
+				if (a->_moveTask != NULL)
+					a->_moveTask->finishWalk();
 				player->resolveBanding();
 			}
 		}
@@ -925,7 +927,7 @@ void initPlayerActors(void) {
 
 		//  Set the actor's disposition field to reflect that that
 		//  actor is a player actor
-		a->disposition = dispositionPlayer + i;
+		a->_disposition = dispositionPlayer + i;
 
 		//  Turn on banding for player actors
 		setBanded(i, true);
diff --git a/engines/saga2/sagafunc.cpp b/engines/saga2/sagafunc.cpp
index 4265d0081d..4a9ef680ff 100644
--- a/engines/saga2/sagafunc.cpp
+++ b/engines/saga2/sagafunc.cpp
@@ -182,7 +182,7 @@ int16 scriptActorMove(int16 *args) {
 	if (thisThread->argCount > 3 && isActor(obj)) {
 		Actor       *a = (Actor *)obj;
 
-		a->currentFacing = args[3];
+		a->_currentFacing = args[3];
 	}
 
 	return 0;
@@ -216,7 +216,7 @@ int16 scriptActorMoveRel(int16 *args) {
 	if (thisThread->argCount > 3 && isActor(obj)) {
 		Actor       *a = (Actor *)obj;
 
-		a->currentFacing = args[3];
+		a->_currentFacing = args[3];
 	}
 
 	return 0;
@@ -258,7 +258,7 @@ int16 scriptActorTransfer(int16 *args) {
 	if (thisThread->argCount > 4 && isActor(obj)) {
 		Actor       *a = (Actor *)obj;
 
-		a->currentFacing = args[4];
+		a->_currentFacing = args[4];
 	}
 
 	return 0;
@@ -331,7 +331,7 @@ int16 scriptActorSetProto(int16 *args) {
 	GameObject      *obj = ((ObjectData *)thisThread->thisObject)->obj;
 	int16           oldProto = obj->getProtoNum();
 
-	if (isActor(obj) && (((Actor *)obj)->flags & Actor::temporary)) {
+	if (isActor(obj) && (((Actor *)obj)->_flags & Actor::temporary)) {
 		decTempActorCount(oldProto);
 		incTempActorCount(args[0]);
 	}
@@ -1123,7 +1123,7 @@ int16 scriptActorGetScratchVar(int16 *args) {
 	if (isActor(((ObjectData *)thisThread->thisObject)->obj)) {
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
 
-		return a->scriptVar[args[0]];
+		return a->_scriptVar[args[0]];
 	}
 
 	return 0;
@@ -1137,9 +1137,9 @@ int16 scriptActorSetScratchVar(int16 *args) {
 	OBJLOG(SetScratchVar);
 	if (isActor(((ObjectData *)thisThread->thisObject)->obj)) {
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
-		int16       oldVal = a->scriptVar[args[0]];
+		int16       oldVal = a->_scriptVar[args[0]];
 
-		a->scriptVar[args[0]] = args[1];
+		a->_scriptVar[args[0]] = args[1];
 
 		return oldVal;
 	}
@@ -1410,7 +1410,7 @@ int16 scriptActorGetSchedule(int16 *args) {
 	if (isActor(((ObjectData *)thisThread->thisObject)->obj)) {
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
 
-		return a->schedule;
+		return a->_schedule;
 	}
 
 	return 0;
@@ -1424,9 +1424,9 @@ int16 scriptActorSetSchedule(int16 *args) {
 	OBJLOG(SetSchedule);
 	if (isActor(((ObjectData *)thisThread->thisObject)->obj)) {
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
-		uint16      oldSchedule = a->schedule;
+		uint16      oldSchedule = a->_schedule;
 
-		a->schedule = (uint16)args[0];
+		a->_schedule = (uint16)args[0];
 
 		if (a->getAssignment() != NULL)
 			delete a->getAssignment();
@@ -1543,9 +1543,9 @@ int16 scriptActorFace(int16 *args) {
 	if (isActor(((ObjectData *)thisThread->thisObject)->obj)) {
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
 
-		oldFacing = a->currentFacing;
+		oldFacing = a->_currentFacing;
 
-		a->currentFacing = args[0] & 7;
+		a->_currentFacing = args[0] & 7;
 	}
 
 	return oldFacing;
@@ -1565,9 +1565,9 @@ int16 scriptActorFaceTowards(int16 *args) {
 
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
 
-		oldFacing = a->currentFacing;
+		oldFacing = a->_currentFacing;
 
-		a->currentFacing =
+		a->_currentFacing =
 		    (GameObject::objectAddress(args[0])->getLocation()
 		     -   a->getLocation()).quickDir();
 	}
@@ -1941,7 +1941,7 @@ int16 scriptActorGetLeader(int16 *) {
 	if (isActor(((ObjectData *)thisThread->thisObject)->obj)) {
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
 
-		return a->leader != NULL ? a->leader->thisID() : Nothing;
+		return a->_leader != NULL ? a->_leader->thisID() : Nothing;
 	}
 
 	return 0;
@@ -1956,7 +1956,7 @@ int16 scriptActorNumFollowers(int16 *) {
 	if (isActor(((ObjectData *)thisThread->thisObject)->obj)) {
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
 
-		return a->followers != NULL ? a->followers->size() : 0;
+		return a->_followers != NULL ? a->_followers->size() : 0;
 	}
 
 	return 0;
@@ -1971,10 +1971,10 @@ int16 scriptActorGetFollower(int16 *args) {
 	if (isActor(((ObjectData *)thisThread->thisObject)->obj)) {
 		Actor       *a = (Actor *)((ObjectData *)thisThread->thisObject)->obj;
 
-		assert(a->followers != NULL);
-		assert(args[0] < a->followers->size());
+		assert(a->_followers != NULL);
+		assert(args[0] < a->_followers->size());
 
-		return (*a->followers)[args[0]]->thisID();
+		return (*a->_followers)[args[0]]->thisID();
 	}
 
 	return 0;
diff --git a/engines/saga2/sensor.cpp b/engines/saga2/sensor.cpp
index 7a2a996aef..5e71d47c7f 100644
--- a/engines/saga2/sensor.cpp
+++ b/engines/saga2/sensor.cpp
@@ -157,7 +157,7 @@ void checkSensors(void) {
 			uint32      sFlags = nonActorSenseFlags;
 			if (isActor(senseobj)) {
 				Actor *a = (Actor *)senseobj;
-				sFlags = a->enchantmentFlags;
+				sFlags = a->_enchantmentFlags;
 			}
 
 			if (sensor->check(info, sFlags)) {
diff --git a/engines/saga2/speech.cpp b/engines/saga2/speech.cpp
index 1429abca67..1458493fd8 100644
--- a/engines/saga2/speech.cpp
+++ b/engines/saga2/speech.cpp
@@ -531,7 +531,8 @@ void Speech::dispose(void) {
 		if (!(speechFlags & spNoAnimate) && isActor(objID)) {
 			Actor   *a = (Actor *)GameObject::objectAddress(objID);
 
-			if (a->moveTask) a->moveTask->finishTalking();
+			if (a->_moveTask)
+				a->_moveTask->finishTalking();
 		}
 	} else wakeUpThread(thread, 0);
 
@@ -1004,10 +1005,10 @@ Speech *SpeechTaskList::newTask(ObjectID id, uint16 flags) {
 		//  color for this particular color scheme; else use a
 		//  default color.
 		if (a == getCenterActor()) sp->penColor = 3 + 9 /* 1 */;
-		else if (a->appearance
-		         &&  a->appearance->schemeList) {
+		else if (a->_appearance
+		         &&  a->_appearance->schemeList) {
 			sp->penColor =
-			    a->appearance->schemeList->_schemes[a->colorScheme]->speechColor + 9;
+			    a->_appearance->schemeList->_schemes[a->_colorScheme]->speechColor + 9;
 		} else sp->penColor = 4 + 9;
 	} else {
 		sp->penColor = 4 + 9;
diff --git a/engines/saga2/task.cpp b/engines/saga2/task.cpp
index 25f5acd26c..553faf38c0 100644
--- a/engines/saga2/task.cpp
+++ b/engines/saga2/task.cpp
@@ -193,7 +193,7 @@ void TaskStackList::read(Common::InSaveFile *in) {
 		ts->read(in);
 
 		//  Plug this TaskStack into the Actor
-		ts->getActor()->curTask = ts;
+		ts->getActor()->_curTask = ts;
 	}
 }
 
@@ -824,7 +824,7 @@ int16 WanderTask::getType(void) const {
 
 void WanderTask::abortTask(void) {
 	//  if the actor has a wander motion, abort it
-	MotionTask *actorMotion = stack->getActor()->moveTask;
+	MotionTask *actorMotion = stack->getActor()->_moveTask;
 
 	if (actorMotion && actorMotion->isWander()) actorMotion->finishWalk();
 }
@@ -861,7 +861,7 @@ bool WanderTask::operator == (const Task &t) const {
 //	Update function used when task is not paused
 
 TaskResult WanderTask::handleWander(void) {
-	MotionTask  *actorMotion = stack->getActor()->moveTask;
+	MotionTask  *actorMotion = stack->getActor()->_moveTask;
 
 	//  If the actor is not already wandering, start a wander motion
 	//  task
@@ -980,7 +980,7 @@ void TetheredWanderTask::abortTask(void) {
 		delete gotoTether;
 		gotoTether = NULL;
 	} else {
-		MotionTask *actorMotion = stack->getActor()->moveTask;
+		MotionTask *actorMotion = stack->getActor()->_moveTask;
 
 		//  if the actor has a tethered wander motion, abort it
 		if (actorMotion && actorMotion->isTethered())
@@ -1025,7 +1025,7 @@ TaskResult TetheredWanderTask::handleWander(void) {
 		bool            startWander = false;
 		TileRegion      motionTether;
 
-		MotionTask  *actorMotion = a->moveTask;
+		MotionTask  *actorMotion = a->_moveTask;
 
 		if (actorMotion) {
 			TileRegion  motionTeth = actorMotion->getTether();
@@ -1134,7 +1134,7 @@ void GotoTask::abortTask(void) {
 		delete wander;
 		wander = NULL;
 	} else {
-		MotionTask  *actorMotion = stack->getActor()->moveTask;
+		MotionTask  *actorMotion = stack->getActor()->_moveTask;
 
 		if (actorMotion && actorMotion->isWalk()) actorMotion->finishWalk();
 	}
@@ -1178,7 +1178,7 @@ TaskResult GotoTask::update(void) {
 
 		//  Determine if there is aready a motion task, and if so,
 		//  wether or not it needs to be modified.
-		MotionTask  *actorMotion = a->moveTask;
+		MotionTask  *actorMotion = a->_moveTask;
 		TilePoint   actorLoc = a->getLocation();
 
 		if (actorMotion != NULL && actorMotion->isWalkToDest()) {
@@ -1782,7 +1782,7 @@ TaskResult GoAwayFromTask::update(void) {
 		dest.v = actorLoc.v + ((int32)repulsionVector.v * 64 / repulsionDist);
 		dest.z = actorLoc.z;
 	} else
-		dest = actorLoc + dirTable_[a->currentFacing];
+		dest = actorLoc + dirTable_[a->_currentFacing];
 
 	if (goTask != NULL) {
 		if (goTask->getTarget() != dest)
@@ -2063,7 +2063,7 @@ TaskResult HuntTask::evaluate(void) {
 TaskResult HuntTask::update(void) {
 	Actor       *a = stack->getActor();
 
-	if (a->moveTask && a->moveTask->isPrivledged()) return taskNotDone;
+	if (a->_moveTask && a->_moveTask->isPrivledged()) return taskNotDone;
 
 	//  Reevaluate the target
 	evaluateTarget();
@@ -2975,8 +2975,8 @@ HuntToKillTask::HuntToKillTask(
 	debugC(2, kDebugTasks, " - HuntToKillTask");
 	Actor       *a = stack->getActor();
 
-	if (isActor(a->currentTarget))
-		currentTarget = (Actor *)a->currentTarget;
+	if (isActor(a->_currentTarget))
+		currentTarget = (Actor *)a->_currentTarget;
 
 	a->setFightStance(true);
 }
@@ -3039,7 +3039,7 @@ void HuntToKillTask::abortTask(void) {
 
 	Actor       *a = stack->getActor();
 
-	a->flags &= ~Actor::specialAttack;
+	a->_flags &= ~Actor::specialAttack;
 
 	a->setFightStance(false);
 }
@@ -3048,7 +3048,7 @@ void HuntToKillTask::abortTask(void) {
 
 TaskResult HuntToKillTask::update(void) {
 	if (specialAttackCtr == 0) {
-		stack->getActor()->flags |= Actor::specialAttack;
+		stack->getActor()->_flags |= Actor::specialAttack;
 		//  A little hack to make monsters with 99 spellcraft cast spells more often
 		if (stack->getActor()->getStats()->spellcraft >= 99)
 			specialAttackCtr = 3;
@@ -3204,7 +3204,7 @@ void HuntToKillTask::evaluateTarget(void) {
 			//  action currently taking place
 			if (atTarget()) atTargetabortTask();
 			currentTarget = bestTarget;
-			a->currentTarget = currentTarget;
+			a->_currentTarget = currentTarget;
 		}
 
 		flags |= evalWeapon;
@@ -3434,9 +3434,9 @@ TaskResult HuntToGiveTask::atTargetUpdate(void) {
 bool BandTask::BandingRepulsorIterator::first(
     TilePoint   &repulsorVector,
     int16       &repulsorStrength) {
-	assert(a->leader != NULL && a->leader->followers != NULL);
+	assert(a->_leader != NULL && a->_leader->_followers != NULL);
 
-	band = a->leader->followers;
+	band = a->_leader->_followers;
 	bandIndex = 0;
 
 	while (bandIndex < band->size()) {
@@ -3460,8 +3460,8 @@ bool BandTask::BandingRepulsorIterator::first(
 bool BandTask::BandingRepulsorIterator::next(
     TilePoint   &repulsorVector,
     int16       &repulsorStrength) {
-	assert(a->leader != NULL && a->leader->followers != NULL);
-	assert(band == a->leader->followers);
+	assert(a->_leader != NULL && a->_leader->_followers != NULL);
+	assert(band == a->_leader->_followers);
 	assert(bandIndex < band->size());
 
 	bandIndex++;
@@ -3567,7 +3567,7 @@ bool BandTask::operator == (const Task &t) const {
 
 void BandTask::evaluateTarget(void) {
 	if (targetEvaluateCtr == 0) {
-		Actor           *leader = stack->getActor()->leader;
+		Actor           *leader = stack->getActor()->_leader;
 		TilePoint       actorLoc = stack->getActor()->getLocation(),
 		                movementVector;
 		TilePoint       repulsorVector;
@@ -3719,7 +3719,7 @@ TaskResult BandTask::atTargetUpdate(void) {
 	if (attend != NULL)
 		attend->update();
 	else {
-		attend = new AttendTask(stack, a->leader);
+		attend = new AttendTask(stack, a->_leader);
 		if (attend != NULL)
 			attend->update();
 	}
@@ -4107,7 +4107,7 @@ int16 AttendTask::getType(void) const {
 //----------------------------------------------------------------------
 
 void AttendTask::abortTask(void) {
-	MotionTask  *actorMotion = stack->getActor()->moveTask;
+	MotionTask  *actorMotion = stack->getActor()->_moveTask;
 
 	//  Determine if we need to abort the actor motion
 	if (actorMotion != NULL && actorMotion->isTurn())
@@ -4128,9 +4128,9 @@ TaskResult AttendTask::update(void) {
 	TilePoint   attendLoc = obj->getWorldLocation();
 
 	//  Determine if we are facing the object
-	if (a->currentFacing != (attendLoc - a->getLocation()).quickDir()) {
+	if (a->_currentFacing != (attendLoc - a->getLocation()).quickDir()) {
 		//  If not, turn
-		if (!a->moveTask || !a->moveTask->isTurn())
+		if (!a->_moveTask || !a->_moveTask->isTurn())
 			MotionTask::turnTowards(*a, attendLoc);
 	}
 
diff --git a/engines/saga2/task.h b/engines/saga2/task.h
index a47499c398..c6d862fb89 100644
--- a/engines/saga2/task.h
+++ b/engines/saga2/task.h
@@ -1643,7 +1643,7 @@ public:
 	//  Destructor
 	~TaskStack(void) {
 		if (actor)
-			actor->curTask = nullptr;
+			actor->_curTask = nullptr;
 		deleteTaskStack(this);
 	}
 
diff --git a/engines/saga2/tilemode.cpp b/engines/saga2/tilemode.cpp
index 7a9bfb108a..dc8a4c7e1f 100644
--- a/engines/saga2/tilemode.cpp
+++ b/engines/saga2/tilemode.cpp
@@ -365,7 +365,7 @@ bool areThereActiveEnemies(void) {
 	for (iter.first(&obj); obj != NULL; iter.next(&obj)) {
 		if (isActor(obj)
 		        &&  !((Actor *)obj)->isDead()
-		        && ((Actor *)obj)->disposition == dispositionEnemy)
+		        && ((Actor *)obj)->_disposition == dispositionEnemy)
 			return true;
 	}
 
@@ -401,8 +401,8 @@ void CheckCombatMood(void) {
 	for (iter8.first(&obj); obj != NULL; iter8.next(&obj)) {
 		if (isActor(obj)
 		        &&  !((Actor *)obj)->isDead()
-		        && ((Actor *)obj)->disposition == dispositionEnemy) {
-			if (agress || !(((Actor *)obj)->flags & Actor::afraid)) {
+		        && ((Actor *)obj)->_disposition == dispositionEnemy) {
+			if (agress || !(((Actor *)obj)->_flags & Actor::afraid)) {
 				incrementActiveFaction((Actor *) obj);
 				wasHostile = true;
 			}
@@ -578,7 +578,7 @@ static void evalMouseState(void) {
 		if (g_vm->_mouseInfo->getIntent() == GrabInfo::WalkTo) {
 			if (g_vm->_mouseInfo->getDoable()
 			        &&  !navigationDelayed) {
-				MotionTask  *mt = a->moveTask;
+				MotionTask  *mt = a->_moveTask;
 
 				if (mt == NULL || !mt->isWalk()) {
 					navigateDirect(walkToPos, runFlag);
@@ -1262,8 +1262,8 @@ static APPFUNC(cmdClickTileMap) {
 				if (g_vm->_mouseInfo->getIntent() == GrabInfo::WalkTo) {
 					Actor   *a = getCenterActor();
 
-					if (a->moveTask && a->moveTask->isWalk())
-						a->moveTask->finishWalk();
+					if (a->_moveTask && a->_moveTask->isWalk())
+						a->_moveTask->finishWalk();
 				}
 				navigationDelayed = false;
 			} else {
@@ -1359,7 +1359,7 @@ void navigatePath(TilePoint pick) {
 	if (a) {
 		if (a->isMoving())
 			//  if motion task already exists, change the target
-			a->moveTask->changeTarget(pick);
+			a->_moveTask->changeTarget(pick);
 		else
 			//  else create a new motion task
 			MotionTask::walkTo(*a, pick, false, false);




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