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author | Thanasis Antoniou | 2019-05-05 14:30:06 +0300 |
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committer | Thanasis Antoniou | 2019-05-05 14:33:04 +0300 |
commit | 8787bbb39029ef6fc901ded8a09fba4215e03f79 (patch) | |
tree | b8987703920e0ac331f383b43d90e351ecf55373 /engines/bladerunner/script/scene/ps11.cpp | |
parent | f0420c9c8fe07d8d7d0fce5409fc9f4b1fc50d52 (diff) | |
download | scummvm-rg350-8787bbb39029ef6fc901ded8a09fba4215e03f79.tar.gz scummvm-rg350-8787bbb39029ef6fc901ded8a09fba4215e03f79.tar.bz2 scummvm-rg350-8787bbb39029ef6fc901ded8a09fba4215e03f79.zip |
BLADERUNNER: fix for Clovis being stuck at BB11
This is a possible bugfix, hopefully it will be enough
The bug occurs when skipping fast through the dialogue of Clovis with Sadik at BB11 rooftop. But it does not happen always. I've managed to capture the case when this happens a few times (_animationState == 0 switch clause), but I'm unsure if there are other unhandled _animationState values that would cause this.
Diffstat (limited to 'engines/bladerunner/script/scene/ps11.cpp')
-rw-r--r-- | engines/bladerunner/script/scene/ps11.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/bladerunner/script/scene/ps11.cpp b/engines/bladerunner/script/scene/ps11.cpp index a56e3d076d..8a68bc45be 100644 --- a/engines/bladerunner/script/scene/ps11.cpp +++ b/engines/bladerunner/script/scene/ps11.cpp @@ -755,12 +755,12 @@ bool SceneScriptPS11::ClickedOnActor(int actorId) { bool SceneScriptPS11::ClickedOnItem(int itemId, bool combatMode) { if (Player_Query_Combat_Mode()) { switch (itemId) { - case kItemPS11Target4: // fall-through + case kItemPS11Target4: // fall through case kItemPS11Target15: Sound_Play(kSfxMALEHURT, 50, 0, 0, 50); break; - case kItemPS11Target7: // fall-through - case kItemPS11Target8: // fall-through + case kItemPS11Target7: // fall through + case kItemPS11Target8: // fall through case kItemPS11Target13: Sound_Play(kSfxFEMHURT2, 50, 0, 0, 50); break; |