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author | Jaromir Wysoglad | 2019-05-31 11:14:02 +0200 |
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committer | Thierry Crozat | 2019-07-28 15:09:14 +0100 |
commit | 19d0a3cce923572eae6a502226a57f0512d7113c (patch) | |
tree | 9c5a22fc97fc100b49df4d57b20e692068251ba9 | |
parent | b437266c662a9ab4a8085c3b97107c11dbb212e1 (diff) | |
download | scummvm-rg350-19d0a3cce923572eae6a502226a57f0512d7113c.tar.gz scummvm-rg350-19d0a3cce923572eae6a502226a57f0512d7113c.tar.bz2 scummvm-rg350-19d0a3cce923572eae6a502226a57f0512d7113c.zip |
SUPERNOVA2: Fix airport message rendering
In the original game, the message or airport that
all other passangers left gets rendered only if
the intro isn't skipped. This commit does that.
-rw-r--r-- | engines/supernova2/rooms.cpp | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/engines/supernova2/rooms.cpp b/engines/supernova2/rooms.cpp index e56d162782..8c9a0f6a66 100644 --- a/engines/supernova2/rooms.cpp +++ b/engines/supernova2/rooms.cpp @@ -226,9 +226,13 @@ void Intro::onEntrance() { _vm->_allowLoadGame = false; titleScreen(); - thoughts1() && tvDialogue() && thoughts2(); + if (!(thoughts1() && tvDialogue() && thoughts2())) + _gm->_rooms[AIRPORT]->setRoomSeen(true); _vm->paletteFadeOut(); + for (int i = 0; i < 3; ++i) + _gm->_inventory.add(*_gm->_rooms[INTRO]->getObject(i)); + _gm->changeRoom(AIRPORT); _gm->_guiEnabled = true; _vm->_allowSaveGame = true; @@ -512,9 +516,6 @@ Airport::Airport(Supernova2Engine *vm, GameManager *gm) { } void Airport::onEntrance() { - for (int i = 0; i < 3; ++i) - _gm->_inventory.add(*_gm->_rooms[INTRO]->getObject(i)); - if (hasSeen() == false) { _vm->renderMessage(kStringAirportEntrance); } |