Renamed files for consistency with other engines:
build_display -> screen save_rest -> saveload More to come, no doubt. svn-id: r20651
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0bedb9fd57
commit
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8 changed files with 10 additions and 10 deletions
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@ -30,7 +30,7 @@
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/build_display.h"
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#include "sword2/screen.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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@ -25,7 +25,7 @@
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/build_display.h"
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#include "sword2/screen.h"
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#include "sword2/console.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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@ -4,7 +4,6 @@ MODULE_OBJS := \
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_mouse.o \
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animation.o \
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anims.o \
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build_display.o \
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console.o \
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controls.o \
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d_draw.o \
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@ -26,7 +25,8 @@ MODULE_OBJS := \
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render.o \
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resman.o \
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router.o \
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save_rest.o \
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saveload.o \
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screen.o \
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scroll.o \
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sound.o \
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speech.o \
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@ -383,7 +383,7 @@ void Mouse::systemMenuMouse() {
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processMenu();
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// Reset game palette, but not after a successful restore or restart!
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// See RestoreFromBuffer() in save_rest.cpp
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// See RestoreFromBuffer() in saveload.cpp
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ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
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@ -26,7 +26,7 @@
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/build_display.h"
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#include "sword2/screen.h"
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#ifdef BACKEND_8BIT
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#include "sword2/animation.h"
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@ -23,7 +23,7 @@
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/build_display.h"
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#include "sword2/screen.h"
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namespace Sword2 {
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@ -666,7 +666,7 @@ void Sword2Engine::unpauseGame() {
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_mouse->unpauseGame();
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_sound->unpauseAllSound();
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// Put back game screen palette; see build_display.cpp
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// Put back game screen palette; see screen.cpp
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_screen->setFullPalette(-1);
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// If graphics level at max, turn up again
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@ -33,11 +33,11 @@
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#include "common/util.h"
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#include "sword2/build_display.h"
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#include "sword2/screen.h"
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#include "sword2/header.h"
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#include "sword2/icons.h"
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#include "sword2/object.h"
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#include "sword2/save_rest.h"
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#include "sword2/saveload.h"
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#define MAX_starts 100
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#define MAX_description 100
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