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authorPaul Gilbert2007-12-22 11:24:29 +0000
committerPaul Gilbert2007-12-22 11:24:29 +0000
commit9dc39c302ad21f1e6b4fa0bfce6557610446bd5d (patch)
tree4848dccdbf373423525234da40202daa5b361f1c
parentc0bc7bb7d68fc2de2ba2c7d3e2eb3a610c949eca (diff)
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Tweaked the calculation for player position in new rooms to use the original game's rounding - the current code was causing the player to be placed inside the exit area when entering room 6 from room 5.
svn-id: r29949
-rw-r--r--engines/lure/game.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/engines/lure/game.cpp b/engines/lure/game.cpp
index e247faccb2..57178470e4 100644
--- a/engines/lure/game.cpp
+++ b/engines/lure/game.cpp
@@ -355,8 +355,7 @@ void Game::playerChangeRoom() {
Hotspot *player = res.getActiveHotspot(PLAYER_ID);
player->currentActions().clear();
player->setRoomNumber(roomNum);
- //player->setPosition((newPos.x & 0xfff8) || 5, newPos.y & 0xfff8);
- player->setPosition(newPos.x, newPos.y);
+ player->setPosition((newPos.x & 0xfff8) | 5, newPos.y & 0xfff8);
player->setOccupied(true);
room.setRoomNumber(roomNum, false);