Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it makes it much easier to tell the difference between variables and constants when looking at the code. Of course, this sort of sweeping changes is jolly good for introducing truly weird regressions, which is why I waited until after 0.6.0. svn-id: r13331
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25 changed files with 395 additions and 385 deletions
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@ -44,18 +44,10 @@ void Sword2Engine::setScrolling(void) {
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uint16 scroll_distance_y;
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// if the scroll offsets are being forced in script
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if (SCROLL_X || SCROLL_Y) {
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// ensure not too far right
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if (_thisScreen.max_scroll_offset_x > SCROLL_X)
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_thisScreen.scroll_offset_x = SCROLL_X;
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else
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_thisScreen.scroll_offset_x = _thisScreen.max_scroll_offset_x;
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// ensure not too far down
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if (_thisScreen.max_scroll_offset_y > SCROLL_Y)
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_thisScreen.scroll_offset_y = SCROLL_Y;
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else
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_thisScreen.scroll_offset_y = _thisScreen.max_scroll_offset_y;
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if (Logic::_scriptVars[SCROLL_X] || Logic::_scriptVars[SCROLL_Y]) {
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// ensure not too far right or too far down
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_thisScreen.scroll_offset_x = MIN((uint16) Logic::_scriptVars[SCROLL_X], _thisScreen.max_scroll_offset_x);
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_thisScreen.scroll_offset_y = MIN((uint16) Logic::_scriptVars[SCROLL_Y], _thisScreen.max_scroll_offset_y);
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} else {
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// George's offset from the centre - the desired position
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// for him
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