Fixed references to old num actors var
@@ -332,7 +332,7 @@ void SceneUpdateActors_b()
if (!script_ptr)
{
// LOG("RANDOM BEHAVIOUR--------------\n");
- for (i = 1; i != map_actor_num; i++)
+ for (i = 1; i != scene_num_actors; i++)
{
if (ACTOR_ON_TILE(i))
{
@@ -376,7 +376,7 @@ void SceneUpdateActors_b()
}
}
- for (i = 0; i != map_actor_num; i++)
+ for (i = 0; i != scene_num_actors; i++)
{
// If running script only update script actor - Unless needs redraw
if (script_ptr && i != script_actor && !actors[i].redraw)
@@ -419,7 +419,7 @@ void MapUpdateActorMovement_b(UBYTE i)
next_ty = (actors[i].pos.y >> 3) + actors[i].dir.y;
npc = SceneNpcAt_b(i, next_tx, next_ty);
- if (npc != map_actor_num)
+ if (npc != scene_num_actors)
{
actors[i].moving = FALSE;
}
@@ -543,7 +543,7 @@ static void SceneHandleInput()
next_tx = (actors[0].pos.x >> 3) + actors[0].dir.x;
next_ty = (actors[0].pos.y >> 3) + actors[0].dir.y;
npc = SceneNpcAt_b(0, next_tx, next_ty);
- if (npc != map_actor_num)
+ if (npc != scene_num_actors)
{
actors[0].moving = FALSE;
if (actors[npc].movement_type != NONE)
@@ -623,7 +623,7 @@ void SceneRenderActors_b()
UBYTE i, flip, frame, sprite_index, x, y;
BYTE r;
- for (i = 0; i != map_actor_num; i++)
+ for (i = 0; i != scene_num_actors; i++)
{
// If running script only update script actor - Unless needs redraw
@@ -685,7 +685,7 @@ void SceneRenderActors_b()
}
// Position Sprites
- for (i = 0; i != map_actor_num; i++)
+ for (i = 0; i != scene_num_actors; i++)
{
// Position actors
x = actors[i].pos.x - SCX_REG;
@@ -756,7 +756,7 @@ void SceneRenderEmotionBubble_b()
UBYTE SceneNpcAt_b(UBYTE actor_i, UBYTE tx_a, UBYTE ty_a)
{
UBYTE i, tx_b, ty_b;
- for (i = 0; i != map_actor_num; i++)
+ for (i = 0; i != scene_num_actors; i++)
{
if (i == actor_i)
{
@@ -772,7 +772,7 @@ UBYTE SceneNpcAt_b(UBYTE actor_i, UBYTE tx_a, UBYTE ty_a)
}
}
- return map_actor_num;
+ return scene_num_actors;
}
