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authorThanasis Antoniou2019-05-05 14:30:06 +0300
committerThanasis Antoniou2019-05-05 14:33:04 +0300
commit8787bbb39029ef6fc901ded8a09fba4215e03f79 (patch)
treeb8987703920e0ac331f383b43d90e351ecf55373 /engines/bladerunner/script/scene/ps11.cpp
parentf0420c9c8fe07d8d7d0fce5409fc9f4b1fc50d52 (diff)
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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.cpp6
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;