AGI: Remove _game.hasPrompt, no longer needed

This commit is contained in:
Martin Kiewitz 2016-02-01 16:13:19 +01:00
parent f86d68d214
commit 6749f22981
3 changed files with 2 additions and 17 deletions

View file

@ -161,7 +161,7 @@ int AgiEngine::saveGame(const Common::String &fileName, const Common::String &de
// (previous in-game-timer, in-game-timer is always enabled during the regular game, so need to save/load it)
out->writeSint16BE((int16)_game.exitAllLogics);
out->writeSint16BE((int16)_game.pictureShown);
out->writeSint16BE((int16)_game.hasPrompt);
out->writeSint16BE((int16)_text->promptIsEnabled()); // was "_game.hasPrompt", no longer needed
out->writeSint16BE((int16)_game.gameFlags);
if (_text->promptIsEnabled()) {
@ -486,8 +486,7 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
in->readSint16BE(); // was clock enabled, no longer needed
_game.exitAllLogics = in->readSint16BE();
in->readSint16BE(); // was _game.pictureShown
//_game.pictureShown = in->readSint16BE();
_game.hasPrompt = in->readSint16BE();
in->readSint16BE(); // was _game.hasPrompt, no longer needed
_game.gameFlags = in->readSint16BE();
if (in->readSint16BE()) {
_text->promptEnable();
@ -510,9 +509,6 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
int16 textBackground = in->readSint16BE();
_text->charAttrib_Set(textForeground, textBackground);
// game.hires - rebuilt from image stack
// game.sbuf - rebuilt from image stack
// game.ego_words - fixed by clean_input
// game.num_ego_words - fixed by clean_input
@ -687,7 +683,6 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
setFlag(VM_FLAG_RESTORE_JUST_RAN, true);
_game.hasPrompt = 0; // force input line repaint if necessary
_words->clearEgoWords();
// don't delay anything right after restoring a game