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authorMax Horn2003-06-02 01:45:03 +0000
committerMax Horn2003-06-02 01:45:03 +0000
commit88f1a4e27cc07302334799dad5526d5a9d18281a (patch)
treeeb342b31ffe3ca71f10781257c89421acfb10c5e
parent1014c98fcbe61768e296beff3346a23768e53a6b (diff)
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fix for indy3 VGA script bug (bug #743314)
svn-id: r8259
-rw-r--r--scumm/script_v5.cpp17
1 files changed, 14 insertions, 3 deletions
diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp
index 55c96be729..2eb939b018 100644
--- a/scumm/script_v5.cpp
+++ b/scumm/script_v5.cpp
@@ -579,20 +579,31 @@ void Scumm_v5::o5_breakHere() {
void Scumm_v5::o5_chainScript() {
int vars[16];
- int data;
+ int script;
int cur;
- data = getVarOrDirectByte(0x80);
+ script = getVarOrDirectByte(0x80);
getWordVararg(vars);
cur = _currentScript;
+ // FIXME: Work around a bug in script 33 in Indy3 VGA. That script is
+ // used for the fist fights in the Zeppeling. It uses Local[5], even
+ // though that is never set to any value. But script 33 is called
+ // via chainScript by script 32, and in there Local[5] is defined to
+ // the actor ID of the opposing soldier. So, we copy that value
+ // over to the Local[5] variable of script 33.
+ // See also bug #743314.
+ if (_gameId == GID_INDY3_256 && vm.slot[cur].number == 32 && script == 33) {
+ vars[5] = vm.localvar[cur][5];
+ }
+
vm.slot[cur].number = 0;
vm.slot[cur].status = 0;
_currentScript = 0xFF;
- runScript(data, vm.slot[cur].freezeResistant, vm.slot[cur].recursive, vars);
+ runScript(script, vm.slot[cur].freezeResistant, vm.slot[cur].recursive, vars);
}
void Scumm_v5::o5_cursorCommand() {