FULLPIPE: Use Common::String in all scene object names

This commit is contained in:
Filippos Karapetis 2017-03-22 04:11:49 +02:00
parent 728b23af2a
commit f3e81b5f17
15 changed files with 68 additions and 86 deletions

View file

@ -428,7 +428,6 @@ Interaction::Interaction() {
_staticsId2 = 0;
_field_28 = 0;
_sceneId = -1;
_actionName = 0;
}
Interaction::~Interaction() {
@ -438,8 +437,6 @@ Interaction::~Interaction() {
}
delete _messageQueue;
free(_actionName);
}
bool Interaction::load(MfcArchive &file) {
@ -496,20 +493,20 @@ bool Interaction::canInteract(GameObject *obj1, GameObject *obj2, int invId) {
if (_objectState1) {
if (_flags & 0x10) {
if ((g_fp->getObjectState(obj1->getName()) & _objectState1) == 0)
if ((g_fp->getObjectState(obj1->getName().c_str()) & _objectState1) == 0)
return false;
} else {
if (g_fp->getObjectState(obj1->getName()) != _objectState1)
if (g_fp->getObjectState(obj1->getName().c_str()) != _objectState1)
return false;
}
}
if (_objectState2) {
if (_flags & 0x10) {
if ((g_fp->getObjectState(obj2->getName()) & _objectState2) == 0)
if ((g_fp->getObjectState(obj2->getName().c_str()) & _objectState2) == 0)
return false;
} else {
if (g_fp->getObjectState(obj2->getName()) != _objectState2)
if (g_fp->getObjectState(obj2->getName().c_str()) != _objectState2)
return false;
}
}