[Scummvm-git-logs] scummvm master -> c3db2a4ca3b9ddb598c4c795034994ee5699fb7c

aquadran noreply at scummvm.org
Mon Oct 21 19:05:07 UTC 2024


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:
c3db2a4ca3 WINTERMUTE: Rename variable to original


Commit: c3db2a4ca3b9ddb598c4c795034994ee5699fb7c
    https://github.com/scummvm/scummvm/commit/c3db2a4ca3b9ddb598c4c795034994ee5699fb7c
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-10-21T21:05:01+02:00

Commit Message:
WINTERMUTE: Rename variable to original

Changed paths:
    engines/wintermute/ad/ad_actor_3dx.cpp
    engines/wintermute/ad/ad_object_3d.cpp
    engines/wintermute/ad/ad_scene.cpp
    engines/wintermute/ad/ad_scene.h


diff --git a/engines/wintermute/ad/ad_actor_3dx.cpp b/engines/wintermute/ad/ad_actor_3dx.cpp
index 7959f80c3aa..022fd0633bd 100644
--- a/engines/wintermute/ad/ad_actor_3dx.cpp
+++ b/engines/wintermute/ad/ad_actor_3dx.cpp
@@ -201,7 +201,7 @@ bool AdActor3DX::update() {
 
 			AdScene *scene = ((AdGame *)_gameRef)->_scene;
 
-			if (scene && scene->_sceneGeometry) {
+			if (scene && scene->_geom) {
 				bool canWalk = false;
 
 				if (scene->_2DPathfinding) {
@@ -212,7 +212,7 @@ bool AdActor3DX::update() {
 					convert3DTo2D(&newWorldMat, &newX, &newY);
 					canWalk = !scene->isBlockedAt(newX, newY, false, this);
 				} else {
-					canWalk = scene->_sceneGeometry->directPathExists(&_posVector, &newPos);
+					canWalk = scene->_geom->directPathExists(&_posVector, &newPos);
 				}
 
 				if (canWalk) {
@@ -254,7 +254,7 @@ bool AdActor3DX::update() {
 				_state = STATE_WAITING_PATH;
 			}
 		} else {
-			if (adGame->_scene->_sceneGeometry->getPath(_posVector, _targetPoint3D, _path3D))
+			if (adGame->_scene->_geom->getPath(_posVector, _targetPoint3D, _path3D))
 				_state = STATE_WAITING_PATH;
 		}
 		break;
@@ -701,7 +701,7 @@ void AdActor3DX::initLine3D(DXVector3 startPt, DXVector3 endPt, bool firstStep)
 void AdActor3DX::getNextStep2D() {
 	AdGame *adGame = (AdGame *)_gameRef;
 
-	if (!adGame || !adGame->_scene || !adGame->_scene->_sceneGeometry || !_path2D || !_path2D->getCurrent()) {
+	if (!adGame || !adGame->_scene || !adGame->_scene->_geom || !_path2D || !_path2D->getCurrent()) {
 		_state = _nextState;
 		_nextState = STATE_READY;
 		return;
@@ -718,7 +718,7 @@ void AdActor3DX::getNextStep2D() {
 	newPos._z += cosf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_gameRef->_deltaTime / 1000.f;
 
 	DXVector3 currentPoint;
-	adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(_path2D->getCurrent()->x,
+	adGame->_scene->_geom->convert2Dto3DTolerant(_path2D->getCurrent()->x,
 	                                                      _path2D->getCurrent()->y,
 	                                                      &currentPoint);
 
@@ -740,7 +740,7 @@ void AdActor3DX::getNextStep2D() {
 				_nextState = STATE_READY;
 			}
 		} else {
-			adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(_path2D->getCurrent()->x,
+			adGame->_scene->_geom->convert2Dto3DTolerant(_path2D->getCurrent()->x,
 			                                                      _path2D->getCurrent()->y,
 			                                                      &currentPoint);
 			initLine3D(_posVector, currentPoint, false);
@@ -769,7 +769,7 @@ void AdActor3DX::followPath2D() {
 		_state = STATE_FOLLOWING_PATH;
 
 		DXVector3 currentPoint;
-		adGameRef->_scene->_sceneGeometry->convert2Dto3DTolerant(_path2D->getCurrent()->x,
+		adGameRef->_scene->_geom->convert2Dto3DTolerant(_path2D->getCurrent()->x,
 		                                                         _path2D->getCurrent()->y,
 		                                                         &currentPoint);
 
@@ -1549,9 +1549,9 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 					script->waitForExclusive(this);
 				}
 			} else {
-				if (adGame->_scene && adGame->_scene->_sceneGeometry) {
+				if (adGame->_scene && adGame->_scene->_geom) {
 					DXVector3 pos;
-					if (adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(x, y, &pos)) {
+					if (adGame->_scene->_geom->convert2Dto3DTolerant(x, y, &pos)) {
 						goTo3D(pos);
 						if (strcmp(name, "GoToAsync") != 0) {
 							script->waitForExclusive(this);
@@ -1634,10 +1634,10 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 				script->waitForExclusive(this);
 			}
 		} else {
-			if (adGame->_scene->_sceneGeometry) {
+			if (adGame->_scene->_geom) {
 				DXVector3 pos;
 
-				if (adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(ent->getWalkToX(), ent->getWalkToY(), &pos)) {
+				if (adGame->_scene->_geom->convert2Dto3DTolerant(ent->getWalkToX(), ent->getWalkToY(), &pos)) {
 					if (ent->getWalkToX() == 0 && ent->getWalkToY() == 0) {
 						goTo3D(pos);
 					} else {
@@ -1668,7 +1668,7 @@ bool AdActor3DX::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisSta
 		if (val->isNative() && _gameRef->validObject((BaseObject *)val->getNative())) {
 			BaseObject *obj = (BaseObject *)val->getNative();
 			DXVector3 objPos;
-			((AdGame *)_gameRef)->_scene->_sceneGeometry->convert2Dto3D(obj->_posX, obj->_posY, &objPos);
+			((AdGame *)_gameRef)->_scene->_geom->convert2Dto3D(obj->_posX, obj->_posY, &objPos);
 			angle = radToDeg(-atan2(objPos._z - _posVector._z, objPos._x - _posVector._x)) + 90;
 		} else {
 			// otherwise turn to direction
@@ -2475,14 +2475,14 @@ bool AdActor3DX::updatePartEmitter() {
 
 	AdGame *adGame = (AdGame *)_gameRef;
 
-	if (!adGame->_scene || !adGame->_scene->_sceneGeometry) {
+	if (!adGame->_scene || !adGame->_scene->_geom) {
 		return false;
 	}
 
 	DXVector3 bonePos;
 	getBonePosition3D(_partBone.c_str(), &bonePos, &_partOffset);
 	int32 x = 0, y = 0;
-	static_cast<AdGame *>(_gameRef)->_scene->_sceneGeometry->convert3Dto2D(&bonePos, &x, &y);
+	static_cast<AdGame *>(_gameRef)->_scene->_geom->convert3Dto2D(&bonePos, &x, &y);
 
 	_partEmitter->_posX = x - _gameRef->_renderer->_drawOffsetX;
 	_partEmitter->_posY = y - _gameRef->_renderer->_drawOffsetY;
diff --git a/engines/wintermute/ad/ad_object_3d.cpp b/engines/wintermute/ad/ad_object_3d.cpp
index 43a8858fd1e..db032e2789b 100644
--- a/engines/wintermute/ad/ad_object_3d.cpp
+++ b/engines/wintermute/ad/ad_object_3d.cpp
@@ -109,8 +109,8 @@ bool AdObject3D::update() {
 	AdGame *adGame = (AdGame *)_gameRef;
 
 	// drop to floor
-	if (_dropToFloor && adGame->_scene && adGame->_scene->_sceneGeometry) {
-		_posVector._y = adGame->_scene->_sceneGeometry->getHeightAt(_posVector, 5.0f);
+	if (_dropToFloor && adGame->_scene && adGame->_scene->_geom) {
+		_posVector._y = adGame->_scene->_geom->getHeightAt(_posVector, 5.0f);
 	}
 
 	getMatrix(&_worldMatrix);
@@ -152,8 +152,8 @@ bool AdObject3D::display() {
 bool AdObject3D::setupLights() {
 	AdGame *adGame = (AdGame *)_gameRef;
 
-	if (adGame->_scene && adGame->_scene->_sceneGeometry) {
-		return adGame->_scene->_sceneGeometry->enableLights(_posVector, _ignoredLights);
+	if (adGame->_scene && adGame->_scene->_geom) {
+		return adGame->_scene->_geom->enableLights(_posVector, _ignoredLights);
 	} else {
 		return false;
 	}
@@ -415,7 +415,7 @@ bool AdObject3D::scSetProperty(const char *name, ScValue *value) {
 		_posX = value->getInt();
 		AdGame *adGame = (AdGame *)_gameRef;
 		DXVector3 pos;
-		if (adGame->_scene->_sceneGeometry && adGame->_scene->_sceneGeometry->convert2Dto3D(_posX, _posY, &pos)) {
+		if (adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(_posX, _posY, &pos)) {
 			_posVector = pos;
 		}
 		return true;
@@ -428,7 +428,7 @@ bool AdObject3D::scSetProperty(const char *name, ScValue *value) {
 		_posY = value->getInt();
 		AdGame *adGame = (AdGame *)_gameRef;
 		DXVector3 pos;
-		if (adGame->_scene->_sceneGeometry && adGame->_scene->_sceneGeometry->convert2Dto3D(_posX, _posY, &pos)) {
+		if (adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(_posX, _posY, &pos)) {
 			_posVector = pos;
 		}
 		return true;
@@ -574,9 +574,9 @@ bool AdObject3D::skipTo(int x, int y, bool tolerant) {
 
 	bool success;
 	if (tolerant) {
-		success = adGame->_scene->_sceneGeometry && adGame->_scene->_sceneGeometry->convert2Dto3DTolerant(x, y, &pos);
+		success = adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3DTolerant(x, y, &pos);
 	} else {
-		success = adGame->_scene->_sceneGeometry && adGame->_scene->_sceneGeometry->convert2Dto3D(x, y, &pos);
+		success = adGame->_scene->_geom && adGame->_scene->_geom->convert2Dto3D(x, y, &pos);
 	}
 
 	if (success) {
@@ -606,7 +606,7 @@ bool AdObject3D::getBonePosition2D(const char *boneName, int32 *x, int32 *y) {
 
 	AdGame *adGame = (AdGame *)_gameRef;
 
-	if (!adGame->_scene || !adGame->_scene->_sceneGeometry)
+	if (!adGame->_scene || !adGame->_scene->_geom)
 		return false;
 
 	DXMatrix *boneMat = _xmodel->getBoneMatrix(boneName);
@@ -622,7 +622,7 @@ bool AdObject3D::getBonePosition2D(const char *boneName, int32 *x, int32 *y) {
 	DXVec3Transform(&vectBone4, &vectBone3, &bonePosMat);
 	DXVector3 vectBone(vectBone4._x, vectBone4._y, vectBone4._z);
 
-	adGame->_scene->_sceneGeometry->convert3Dto2D(&vectBone, x, y);
+	adGame->_scene->_geom->convert3Dto2D(&vectBone, x, y);
 	return true;
 }
 
diff --git a/engines/wintermute/ad/ad_scene.cpp b/engines/wintermute/ad/ad_scene.cpp
index 61357c8c442..0ce3163910c 100644
--- a/engines/wintermute/ad/ad_scene.cpp
+++ b/engines/wintermute/ad/ad_scene.cpp
@@ -96,7 +96,7 @@ void AdScene::setDefaults() {
 	_pfRequester = nullptr;
 	_mainLayer = nullptr;
 #ifdef ENABLE_WME3D
-	_sceneGeometry = nullptr;
+	_geom = nullptr;
 #endif
 	_pfPointsNum = 0;
 	_persistentState = false;
@@ -220,8 +220,8 @@ void AdScene::cleanup() {
 	}
 	_objects.clear();
 #ifdef ENABLE_WME3D
-	delete _sceneGeometry;
-	_sceneGeometry = nullptr;
+	delete _geom;
+	_geom = nullptr;
 #endif
 	delete _viewport;
 	_viewport = nullptr;
@@ -575,8 +575,8 @@ bool AdScene::initLoop() {
 #endif
 
 #ifdef ENABLE_WME3D
-	if (_sceneGeometry) {
-		return _sceneGeometry->initLoop();
+	if (_geom) {
+		return _geom->initLoop();
 	}
 #endif
 	return STATUS_OK;
@@ -829,14 +829,14 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
 
 #ifdef ENABLE_WME3D
 		case TOKEN_GEOMETRY:
-			delete _sceneGeometry;
-			_sceneGeometry = nullptr;
+			delete _geom;
+			_geom = nullptr;
 			if (!_gameRef->_useD3D) {
 				break;
 			}
-			_sceneGeometry = new AdSceneGeometry(_gameRef);
-			if (_sceneGeometry == nullptr || !_sceneGeometry->loadFile(params)) {
-				delete _sceneGeometry;
+			_geom = new AdSceneGeometry(_gameRef);
+			if (_geom == nullptr || !_geom->loadFile(params)) {
+				delete _geom;
 				cmd = PARSERR_GENERIC;
 			}
 			break;
@@ -1034,8 +1034,8 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
 	}
 
 #ifdef ENABLE_WME3D
-	if (_sceneGeometry && camera[0] != '\0') {
-		_sceneGeometry->setActiveCamera(camera, _fov, _nearClipPlane, _farClipPlane);
+	if (_geom && camera[0] != '\0') {
+		_geom->setActiveCamera(camera, _fov, _nearClipPlane, _farClipPlane);
 	}
 #endif
 
@@ -1045,17 +1045,17 @@ bool AdScene::loadBuffer(char *buffer, bool complete) {
 	_initialized = true;
 
 #ifdef ENABLE_WME3D
-	if (_sceneGeometry) {
+	if (_geom) {
 		if (waypointHeight >= 0.0f) {
-			_sceneGeometry->_waypointHeight = waypointHeight;
-			_sceneGeometry->dropWaypoints();
+			_geom->_waypointHeight = waypointHeight;
+			_geom->dropWaypoints();
 		}
 
-		Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+		Camera3D *activeCamera = _geom->getActiveCamera();
 		if (activeCamera != nullptr) {
 			_gameRef->_renderer->setup3D(activeCamera);
 			_gameRef->_renderer->setScreenViewport();
-			_sceneGeometry->render(false);
+			_geom->render(false);
 		}
 	}
 
@@ -1212,11 +1212,11 @@ bool AdScene::traverseNodes(bool doUpdate) {
 		}
 
 #ifdef ENABLE_WME3D
-		if (!doUpdate && _sceneGeometry && _layers[j]->_main) {
+		if (!doUpdate && _geom && _layers[j]->_main) {
 			_gameRef->getOffset(&mainOffsetX, &mainOffsetY);
 
 			if (_gameRef->getMaxShadowType() >= SHADOW_STENCIL) {
-				_sceneGeometry->renderShadowGeometry();
+				_geom->renderShadowGeometry();
 			}
 		}
 #endif
@@ -1242,7 +1242,7 @@ bool AdScene::traverseNodes(bool doUpdate) {
 						_gameRef->_renderer->setup2D();
 					}
 
-					if (!node->_entity->_is3D || _sceneGeometry) {
+					if (!node->_entity->_is3D || _geom) {
 						if (doUpdate) {
 							node->_entity->update();
 						} else {
@@ -1284,9 +1284,9 @@ bool AdScene::traverseNodes(bool doUpdate) {
 
 #ifdef ENABLE_WME3D
 	// display hidden geometry
-	if (!doUpdate && _sceneGeometry) {
+	if (!doUpdate && _geom) {
 		_gameRef->setOffset(mainOffsetX, mainOffsetY);
-		_sceneGeometry->render(_showGeometry);
+		_geom->render(_showGeometry);
 	}
 #endif
 
@@ -1330,8 +1330,8 @@ bool AdScene::updateFreeObjects() {
 		}
 
 #ifdef ENABLE_WME3D
-		if (adGame->_objects[i]->_is3D && _sceneGeometry) {
-			Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+		if (adGame->_objects[i]->_is3D && _geom) {
+			Camera3D *activeCamera = _geom->getActiveCamera();
 			if (activeCamera != nullptr) {
 				_gameRef->_renderer->setup3D(activeCamera, !is3DSet);
 				is3DSet = true;
@@ -1348,8 +1348,8 @@ bool AdScene::updateFreeObjects() {
 			continue;
 		}
 #ifdef ENABLE_WME3D
-		if (_objects[i]->_is3D && _sceneGeometry) {
-			Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+		if (_objects[i]->_is3D && _geom) {
+			Camera3D *activeCamera = _geom->getActiveCamera();
 			if (activeCamera != nullptr) {
 				_gameRef->_renderer->setup3D(activeCamera, !is3DSet);
 				is3DSet = true;
@@ -1407,8 +1407,8 @@ bool AdScene::displayRegionContent(AdRegion *region, bool display3DOnly) {
 #ifndef ENABLE_WME3D
 		_gameRef->_renderer->setup2D();
 #else
-		if (objects[i]->_is3D && _sceneGeometry) {
-			Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+		if (objects[i]->_is3D && _geom) {
+			Camera3D *activeCamera = _geom->getActiveCamera();
 			if (activeCamera != nullptr) {
 				_gameRef->_renderer->setup3D(activeCamera);
 			}
@@ -1423,7 +1423,7 @@ bool AdScene::displayRegionContent(AdRegion *region, bool display3DOnly) {
 		}
 #else
 		// ScummVM: Don't render 3d models if there is no geometry
-		if ((_gameRef->_editorMode || !obj->_editorOnly) && (!objects[i]->_is3D || _sceneGeometry)) {
+		if ((_gameRef->_editorMode || !obj->_editorOnly) && (!objects[i]->_is3D || _geom)) {
 			obj->display();
 		}
 #endif
@@ -1486,7 +1486,7 @@ bool AdScene::displayRegionContentOld(AdRegion *region) {
 #ifndef ENABLE_WME3D
 			_gameRef->_renderer->setup2D();
 #else
-			Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+			Camera3D *activeCamera = _geom->getActiveCamera();
 			if (activeCamera != nullptr) {
 				_gameRef->_renderer->setup3D(activeCamera);
 			} else {
@@ -1971,11 +1971,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 		stack->correctParams(1);
 		const char *nodeName = stack->pop()->getString();
 
-		if (!_sceneGeometry) {
+		if (!_geom) {
 			script->runtimeError("Scene.EnableNode3D: Scene doesn't contain any geometry");
 			stack->pushBool(false);
 		} else {
-			bool ret = _sceneGeometry->enableNode(nodeName, true);
+			bool ret = _geom->enableNode(nodeName, true);
 			stack->pushBool(ret);
 		}
 
@@ -1989,11 +1989,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 		stack->correctParams(1);
 		const char *nodeName = stack->pop()->getString();
 
-		if (!_sceneGeometry) {
+		if (!_geom) {
 			script->runtimeError("Scene.EnableNode3D: Scene doesn't contain any geometry");
 			stack->pushBool(false);
 		} else {
-			bool ret = _sceneGeometry->enableNode(nodeName, false);
+			bool ret = _geom->enableNode(nodeName, false);
 			stack->pushBool(ret);
 		}
 
@@ -2007,8 +2007,8 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 		stack->correctParams(1);
 		const char *nodeName = stack->pop()->getString();
 
-		if (_sceneGeometry) {
-			bool ret = _sceneGeometry->isNodeEnabled(nodeName);
+		if (_geom) {
+			bool ret = _geom->isNodeEnabled(nodeName);
 			stack->pushBool(ret);
 		} else {
 			stack->pushBool(false);
@@ -2025,11 +2025,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 
 		const char *lightName = stack->pop()->getString();
 
-		if (!_sceneGeometry) {
+		if (!_geom) {
 			script->runtimeError("Scene.EnableLight: Scene doesn't contain any geometry");
 			stack->pushBool(false);
 		} else {
-			bool res = _sceneGeometry->enableLight(lightName);
+			bool res = _geom->enableLight(lightName);
 			stack->pushBool(res);
 		}
 
@@ -2044,11 +2044,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 
 		const char *lightName = stack->pop()->getString();
 
-		if (!_sceneGeometry) {
+		if (!_geom) {
 			script->runtimeError("Scene.DisableLight: Scene doesn't contain any geometry");
 			stack->pushBool(false);
 		} else {
-			bool res = _sceneGeometry->enableLight(lightName, false);
+			bool res = _geom->enableLight(lightName, false);
 			stack->pushBool(res);
 		}
 
@@ -2063,8 +2063,8 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 
 		const char *lightName = stack->pop()->getString();
 
-		if (_sceneGeometry) {
-			bool res = _sceneGeometry->isLightEnabled(lightName);
+		if (_geom) {
+			bool res = _geom->isLightEnabled(lightName);
 			stack->pushBool(res);
 		} else {
 			stack->pushBool(false);
@@ -2081,8 +2081,8 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 
 		int index = stack->pop()->getInt();
 
-		if (_sceneGeometry && index >= 0 && static_cast<uint>(index) < _sceneGeometry->_lights.size()) {
-			stack->pushString(_sceneGeometry->_lights[index]->getName());
+		if (_geom && index >= 0 && static_cast<uint>(index) < _geom->_lights.size()) {
+			stack->pushString(_geom->_lights[index]->getName());
 		} else {
 			stack->pushNULL();
 		}
@@ -2099,11 +2099,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 		const char *lightName = stack->pop()->getString();
 		uint32 color = static_cast<uint32>(stack->pop()->getInt());
 
-		if (!_sceneGeometry) {
+		if (!_geom) {
 			script->runtimeError("Scene.SetLightColor: Scene doesn't contain any geometry");
 			stack->pushBool(false);
 		} else {
-			bool ret = _sceneGeometry->setLightColor(lightName, color);
+			bool ret = _geom->setLightColor(lightName, color);
 			stack->pushBool(ret);
 		}
 
@@ -2117,11 +2117,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 		stack->correctParams(1);
 		const char *lightName = stack->pop()->getString();
 
-		if (!_sceneGeometry) {
+		if (!_geom) {
 			script->runtimeError("Scene.GetLightColor: Scene doesn't contain any geometry");
 			stack->pushInt(0);
 		} else {
-			stack->pushInt(_sceneGeometry->getLightColor(lightName));
+			stack->pushInt(_geom->getLightColor(lightName));
 		}
 
 		return STATUS_OK;
@@ -2134,11 +2134,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 		stack->correctParams(1);
 		const char *lightName = stack->pop()->getString();
 
-		if (!_sceneGeometry) {
+		if (!_geom) {
 			script->runtimeError("Scene.GetLightPosition: Scene doesn't contain any geometry");
 			stack->pushInt(0);
 		} else {
-			DXVector3 pos = _sceneGeometry->getLightPos(lightName);
+			DXVector3 pos = _geom->getLightPos(lightName);
 			ScValue *val = stack->getPushValue();
 
 			if (val) {
@@ -2160,11 +2160,11 @@ bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack,
 
 		const char *cameraName = stack->pop()->getString();
 
-		if (!_sceneGeometry) {
+		if (!_geom) {
 			script->runtimeError("Scene.SetActiveCamera: Scene doesn't contain any geometry");
 			stack->pushBool(false);
 		} else {
-			bool res = _sceneGeometry->setActiveCamera(cameraName, _fov, _nearClipPlane, _farClipPlane);
+			bool res = _geom->setActiveCamera(cameraName, _fov, _nearClipPlane, _farClipPlane);
 			if (!res) {
 				script->runtimeError("Scene.SetActiveCamera failed");
 			}
@@ -2493,8 +2493,8 @@ ScValue *AdScene::scGetProperty(const Common::String &name) {
 	// GeometryFile
 	//////////////////////////////////////////////////////////////////////////
 	else if (name == "GeometryFile") {
-		if (_sceneGeometry && _sceneGeometry->getFilename()) {
-			_scValue->setString(_sceneGeometry->getFilename());
+		if (_geom && _geom->getFilename()) {
+			_scValue->setString(_geom->getFilename());
 		} else {
 			_scValue->setNULL();
 		}
@@ -2506,8 +2506,8 @@ ScValue *AdScene::scGetProperty(const Common::String &name) {
 	// WaypointsHeight
 	//////////////////////////////////////////////////////////////////////////
 	else if (name == "WaypointsHeight") {
-		if (_sceneGeometry) {
-			_scValue->setFloat(_sceneGeometry->_waypointHeight);
+		if (_geom) {
+			_scValue->setFloat(_geom->_waypointHeight);
 		} else {
 			_scValue->setFloat(0.0f);
 		}
@@ -2561,8 +2561,8 @@ ScValue *AdScene::scGetProperty(const Common::String &name) {
 	// NumLights
 	//////////////////////////////////////////////////////////////////////////
 	else if (name == "NumLights") {
-		if (_sceneGeometry) {
-			_scValue->setInt(_sceneGeometry->_lights.size());
+		if (_geom) {
+			_scValue->setInt(_geom->_lights.size());
 		} else {
 			_scValue->setInt(0);
 		}
@@ -2698,9 +2698,9 @@ bool AdScene::scSetProperty(const char *name, ScValue *value) {
 	// WaypointsHeight
 	//////////////////////////////////////////////////////////////////////////
 	else if (strcmp(name, "WaypointsHeight") == 0) {
-		if (_sceneGeometry) {
-			_sceneGeometry->_waypointHeight = value->getFloat();
-			_sceneGeometry->dropWaypoints();
+		if (_geom) {
+			_geom->_waypointHeight = value->getFloat();
+			_geom->dropWaypoints();
 		}
 
 		return STATUS_OK;
@@ -2770,11 +2770,11 @@ bool AdScene::saveAsText(BaseDynamicBuffer *buffer, int indent) {
 	}
 
 #ifdef ENABLE_WME3D
-	if (_sceneGeometry) {
-		if (_sceneGeometry->getFilename())
-			buffer->putTextIndent(indent + 2, "GEOMETRY=\"%s\"\n", _sceneGeometry->getFilename());
+	if (_geom) {
+		if (_geom->getFilename())
+			buffer->putTextIndent(indent + 2, "GEOMETRY=\"%s\"\n", _geom->getFilename());
 
-		Camera3D *activeCamera = _sceneGeometry->getActiveCamera();
+		Camera3D *activeCamera = _geom->getActiveCamera();
 		if (activeCamera != nullptr) {
 			buffer->putTextIndent(indent + 2, "CAMERA=\"%s\"\n", activeCamera->getName());
 		}
@@ -2801,7 +2801,7 @@ bool AdScene::saveAsText(BaseDynamicBuffer *buffer, int indent) {
 		if (_ambientLightColor != 0x00000000)
 			buffer->putTextIndent(indent + 2, "AMBIENT_LIGHT_COLOR { %d,%d,%d }\n", RGBCOLGetR(_ambientLightColor), RGBCOLGetG(_ambientLightColor), RGBCOLGetB(_ambientLightColor));
 
-		buffer->putTextIndent(indent + 2, "WAYPOINT_HEIGHT=%f\n", _sceneGeometry->_waypointHeight);
+		buffer->putTextIndent(indent + 2, "WAYPOINT_HEIGHT=%f\n", _geom->_waypointHeight);
 
 		buffer->putTextIndent(indent + 2, "EDITOR_RESOLUTION_WIDTH=%d\n", _editorResolutionWidth);
 		buffer->putTextIndent(indent + 2, "EDITOR_RESOLUTION_HEIGHT=%d\n", _editorResolutionHeight);
@@ -3004,9 +3004,9 @@ bool AdScene::persist(BasePersistenceManager *persistMgr) {
 	persistMgr->transferPtr(TMEMBER_PTR(_fader));
 #ifdef ENABLE_WME3D
 	if (BaseEngine::instance().getFlags() & GF_3D) {
-		persistMgr->transferPtr(TMEMBER(_sceneGeometry));
+		persistMgr->transferPtr(TMEMBER(_geom));
 	} else {
-		_sceneGeometry = nullptr;
+		_geom = nullptr;
 	}
 #endif
 	persistMgr->transferSint32(TMEMBER(_height));
@@ -3083,10 +3083,10 @@ bool AdScene::persist(BasePersistenceManager *persistMgr) {
 //////////////////////////////////////////////////////////////////////////
 bool AdScene::afterLoad() {
 #ifdef ENABLE_WME3D
-	if (_sceneGeometry) {
-		int activeCamera = _sceneGeometry->_activeCamera;
-		if (activeCamera >= 0 && static_cast<uint>(activeCamera) < _sceneGeometry->_cameras.size()) {
-			_sceneGeometry->setActiveCamera(activeCamera, _fov, _nearClipPlane, _farClipPlane);
+	if (_geom) {
+		int activeCamera = _geom->_activeCamera;
+		if (activeCamera >= 0 && static_cast<uint>(activeCamera) < _geom->_cameras.size()) {
+			_geom->setActiveCamera(activeCamera, _fov, _nearClipPlane, _farClipPlane);
 		}
 	}
 #endif
diff --git a/engines/wintermute/ad/ad_scene.h b/engines/wintermute/ad/ad_scene.h
index 2b0fb415e92..db26c963f84 100644
--- a/engines/wintermute/ad/ad_scene.h
+++ b/engines/wintermute/ad/ad_scene.h
@@ -114,7 +114,7 @@ public:
 	bool sortRotLevels();
 	bool saveAsText(BaseDynamicBuffer *buffer, int indent) override;
 #ifdef ENABLE_WME3D
-	AdSceneGeometry *_sceneGeometry;
+	AdSceneGeometry *_geom;
 	bool _showGeometry;
 #endif
 	uint32 getAlphaAt(int x, int y, bool colorCheck = false);




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