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authorPaul Gilbert2009-01-28 10:27:14 +0000
committerPaul Gilbert2009-01-28 10:27:14 +0000
commit8315753ddaa9c6bbb26f22af5da4ee4ff1d77a66 (patch)
tree051d5556c3aea113c6d05bf225c202bcc6f3fd7a
parentb63d4a777df6d67850c01bd92a255895ca584b74 (diff)
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Bugfix to allow characters to start moving when some other object (such as a door) has marked part of the area the character is standing on as occupied
svn-id: r36120
-rw-r--r--engines/lure/hotspots.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/engines/lure/hotspots.cpp b/engines/lure/hotspots.cpp
index 772baea6fb..4d1f8662cc 100644
--- a/engines/lure/hotspots.cpp
+++ b/engines/lure/hotspots.cpp
@@ -2654,11 +2654,13 @@ void HotspotTickHandlers::standardCharacterAnimHandler(Hotspot &h) {
break;
case START_WALKING:
- // Start the player walking to the given destination
+ // Start the character walking to the given destination
debugC(ERROR_DETAILED, kLureDebugAnimations,
"Hotspot standard character exec start walking => (%d,%d)",
h.destX(), h.destY());
+
+ h.setCoveredFlag(VB_INITIAL);
h.setOccupied(false);
pathFinder.reset(paths);
h.currentActions().top().setAction(PROCESSING_PATH);
@@ -2988,6 +2990,7 @@ void HotspotTickHandlers::playerAnimHandler(Hotspot &h) {
case START_WALKING:
// Start the player walking to the given destination
+ h.setCoveredFlag(VB_INITIAL);
h.setOccupied(false);
// Reset the path finder / walking sequence