- Added a setting to skip delay when showing damage to the whole party. It's a hidden preference at the moment, like skip startup splash.
- Replaced all instances of Boolean with bool, TRUE with true, FALSE with false. (Except for a few cases where this resulted in a compile error.) git-svn-id: http://openexile.googlecode.com/svn/trunk@38 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -177,7 +177,7 @@ void FadeDevice( GDHandle fadeGDevice,
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}
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// Let's be optimistic for now and assume it is. If it breaks later, I'll try to work out how to do it properly.
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Boolean IsGammaAvailable() {
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bool IsGammaAvailable() {
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/* GDHandle theGDevice;
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if (NGetTrapAddress(kGetDeviceListTrapNum, ToolTrap) ==
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@@ -193,7 +193,7 @@ Boolean IsGammaAvailable() {
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// * ****************************************************************************** *
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// * ****************************************************************************** *
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Boolean IsOneGammaAvailable(GDHandle theGDevice) {
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bool IsOneGammaAvailable(GDHandle theGDevice) {
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/*
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if (NGetTrapAddress(kGetDeviceListTrapNum, ToolTrap) ==
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NGetTrapAddress(_Unimplemented, ToolTrap)) return(0);
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