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author | Robert Göffringmann | 2004-03-07 19:24:41 +0000 |
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committer | Robert Göffringmann | 2004-03-07 19:24:41 +0000 |
commit | 8b39133cab44244b6b4e3eeb303e91d0860a09b1 (patch) | |
tree | cd456a8ea90932a2616a08d1be3cc085b04f4402 | |
parent | 757bc4cec6f9dc053c43a4cb3527342b1d74c78f (diff) | |
download | scummvm-rg350-8b39133cab44244b6b4e3eeb303e91d0860a09b1.tar.gz scummvm-rg350-8b39133cab44244b6b4e3eeb303e91d0860a09b1.tar.bz2 scummvm-rg350-8b39133cab44244b6b4e3eeb303e91d0860a09b1.zip |
changed workaround again, it's also needed when entering the room, not only when restoring a savegame.
svn-id: r13216
-rw-r--r-- | sword1/logic.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/sword1/logic.cpp b/sword1/logic.cpp index fd99c8eb15..e9854d51a1 100644 --- a/sword1/logic.cpp +++ b/sword1/logic.cpp @@ -80,17 +80,17 @@ void Logic::initialize(void) { void Logic::newScreen(uint32 screen) { Object *compact = (Object*)_objMan->fetchObject(PLAYER); - if (SwordEngine::_systemVars.justRestoredGame) { // if we've just restored a game - we want George to be exactly as saved - // work around script bug #911508 - if ((_scriptVars[SCREEN] == 25) && (_scriptVars[SAND_FLAG] == 4)) { - Object *cpt = _objMan->fetchObject(SAND_25); - Object *george = _objMan->fetchObject(PLAYER); - if (george->o_place == HOLDING_REPLICA_25) // is george holding the replica in his hands? - fnFullSetFrame(cpt, SAND_25, IMPFLRCDT, IMPFLR, 0, 0, 0, 0); // empty impression in floor - else - fnFullSetFrame(cpt, SAND_25, IMPPLSCDT, IMPPLS, 0, 0, 0, 0); // impression filled with plaster - } + // work around script bug #911508 + if (((screen == 25) || (_scriptVars[SCREEN] == 25)) && (_scriptVars[SAND_FLAG] == 4)) { + Object *cpt = _objMan->fetchObject(SAND_25); + Object *george = _objMan->fetchObject(PLAYER); + if (george->o_place == HOLDING_REPLICA_25) // is george holding the replica in his hands? + fnFullSetFrame(cpt, SAND_25, IMPFLRCDT, IMPFLR, 0, 0, 0, 0); // empty impression in floor + else + fnFullSetFrame(cpt, SAND_25, IMPPLSCDT, IMPPLS, 0, 0, 0, 0); // impression filled with plaster + } + if (SwordEngine::_systemVars.justRestoredGame) { // if we've just restored a game - we want George to be exactly as saved fnAddHuman(NULL, 0, 0, 0, 0, 0, 0, 0); if (_scriptVars[GEORGE_WALKING]) { // except that if George was walking when we saveed the game fnStandAt(compact, PLAYER, _scriptVars[CHANGE_X], _scriptVars[CHANGE_Y], _scriptVars[CHANGE_DIR], _scriptVars[CHANGE_STANCE], 0,0); |