diff --git a/src/mission.cpp b/src/mission.cpp index 4acb04c6a0a..5e491658c5c 100644 --- a/src/mission.cpp +++ b/src/mission.cpp @@ -146,12 +146,12 @@ static UBYTE bPlayCountDown; //FUNCTIONS************** static void addLandingLights(UDWORD x, UDWORD y); -static bool startMissionOffClear(char *pGame); -static bool startMissionOffKeep(char *pGame); -static bool startMissionCampaignStart(char *pGame); -static bool startMissionCampaignChange(char *pGame); -static bool startMissionCampaignExpand(char *pGame); -static bool startMissionCampaignExpandLimbo(char *pGame); +static bool startMissionOffClear(const char *pGame); +static bool startMissionOffKeep(const char *pGame); +static bool startMissionCampaignStart(const char *pGame); +static bool startMissionCampaignChange(const char *pGame); +static bool startMissionCampaignExpand(const char *pGame); +static bool startMissionCampaignExpandLimbo(const char *pGame); static bool startMissionBetween(); static void endMissionCamChange(); static void endMissionOffClear(); @@ -376,7 +376,7 @@ void setMissionCountDown() } -bool startMission(LEVEL_TYPE missionType, char *pGame) +bool startMission(LEVEL_TYPE missionType, const char *pGame) { bool loaded = true; @@ -1103,7 +1103,7 @@ void saveCampaignData() //start an off world mission - clearing the object lists -bool startMissionOffClear(char *pGame) +bool startMissionOffClear(const char *pGame) { debug(LOG_SAVE, "called for %s", pGame); @@ -1124,7 +1124,7 @@ bool startMissionOffClear(char *pGame) } //start an off world mission - keeping the object lists -bool startMissionOffKeep(char *pGame) +bool startMissionOffKeep(const char *pGame) { debug(LOG_SAVE, "called for %s", pGame); saveMissionData(); @@ -1143,7 +1143,7 @@ bool startMissionOffKeep(char *pGame) return true; } -bool startMissionCampaignStart(char *pGame) +bool startMissionCampaignStart(const char *pGame) { debug(LOG_SAVE, "called for %s", pGame); @@ -1164,7 +1164,7 @@ bool startMissionCampaignStart(char *pGame) return true; } -bool startMissionCampaignChange(char *pGame) +bool startMissionCampaignChange(const char *pGame) { // Clear out all intelligence screen messages freeMessages(); @@ -1191,7 +1191,7 @@ bool startMissionCampaignChange(char *pGame) return true; } -bool startMissionCampaignExpand(char *pGame) +bool startMissionCampaignExpand(const char *pGame) { //load in the new game details if (!loadGame(pGame, KEEPOBJECTS, !FREEMEM, false)) @@ -1203,7 +1203,7 @@ bool startMissionCampaignExpand(char *pGame) return true; } -bool startMissionCampaignExpandLimbo(char *pGame) +bool startMissionCampaignExpandLimbo(const char *pGame) { saveMissionLimboData(); diff --git a/src/mission.h b/src/mission.h index b3889b25abc..e211dd0fc58 100644 --- a/src/mission.h +++ b/src/mission.h @@ -53,7 +53,7 @@ void releaseMission(); /** On the PC - sets the countdown played flag. */ void setMissionCountDown(); -bool startMission(LEVEL_TYPE missionType, char *pGame); +bool startMission(LEVEL_TYPE missionType, const char *pGame); void endMission(); /** Initialise the mission stuff for a save game. */