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PINK: fix naming
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voltya authored and sev- committed Jun 28, 2018
1 parent 861ef3b commit 9b8d72b
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Showing 6 changed files with 8 additions and 8 deletions.
2 changes: 1 addition & 1 deletion engines/pink/objects/actors/actor.cpp
Expand Up @@ -71,7 +71,7 @@ void Actor::init(bool paused) {
}
}

bool Actor::initPallete(Director *director) {
bool Actor::initPalette(Director *director) {
for (uint i = 0; i < _actions.size(); ++i) {
if (_actions[i]->initPalette(director))
return true;
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2 changes: 1 addition & 1 deletion engines/pink/objects/actors/actor.h
Expand Up @@ -48,7 +48,7 @@ class Actor : public NamedObject {
void saveState(Archive &archive);

virtual void init(bool paused);
bool initPallete(Director *director);
bool initPalette(Director *director);

void toConsole() override ;

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2 changes: 1 addition & 1 deletion engines/pink/objects/actors/lead_actor.cpp
Expand Up @@ -301,7 +301,7 @@ void LeadActor::onWalkEnd(const Common::String &stopName) {
}

void LeadActor::onPDAClose() {
_page->initPallete();
_page->initPalette();
_page->getGame()->getDirector()->loadStage();

_state = _stateBeforePDA;
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2 changes: 1 addition & 1 deletion engines/pink/objects/pages/game_page.cpp
Expand Up @@ -74,7 +74,7 @@ void GamePage::init(bool isLoadingSave) {

toConsole();

initPallete();
initPalette();

LeadActor::State state = _leadActor->getState();
bool paused = (state == LeadActor::kInventory || state == LeadActor::kPDA);
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6 changes: 3 additions & 3 deletions engines/pink/objects/pages/page.cpp
Expand Up @@ -54,15 +54,15 @@ void Page::toConsole() {
}

void Page::init() {
initPallete();
initPalette();
for (uint i = 0; i < _actors.size(); ++i) {
_actors[i]->init(0);
}
}

void Page::initPallete() {
void Page::initPalette() {
for (uint i = 0; i < _actors.size(); ++i) {
if (_actors[i]->initPallete(getGame()->getDirector()))
if (_actors[i]->initPalette(getGame()->getDirector()))
break;
}
}
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2 changes: 1 addition & 1 deletion engines/pink/objects/pages/page.h
Expand Up @@ -41,7 +41,7 @@ class Page : public NamedObject {

void load(Archive &archive);
void init();
void initPallete();
void initPalette();

Actor *findActor(const Common::String &name);
LeadActor *getLeadActor() { return _leadActor; }
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