Script variables are now always stored in the game version's native endianess.

This should make Woodruff playable on big-endian systems.

svn-id: r32352
This commit is contained in:
Sven Hesse 2008-05-28 21:15:11 +00:00
parent c9fd5fef76
commit 8da68b2964
34 changed files with 755 additions and 259 deletions

View file

@ -44,7 +44,7 @@ int32 Parse::encodePtr(byte *ptr, int type) {
offset = ptr - _vm->_game->_totFileData;
break;
case kInterVar:
offset = ptr - _vm->_global->_inter_variables;
offset = ptr - ((byte *) _vm->_inter->_variables->getAddressOff8(0, 0));
break;
case kResStr:
offset = ptr - ((byte *) _vm->_global->_inter_resStr);
@ -64,7 +64,7 @@ byte *Parse::decodePtr(int32 n) {
ptr = _vm->_game->_totFileData;
break;
case kInterVar:
ptr = _vm->_global->_inter_variables;
ptr = (byte *) _vm->_inter->_variables->getAddressOff8(0, 0);
break;
case kResStr:
ptr = (byte *) _vm->_global->_inter_resStr;