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author | Sven Hesse | 2006-08-12 09:16:08 +0000 |
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committer | Sven Hesse | 2006-08-12 09:16:08 +0000 |
commit | 1c4715b71f79acede6b3758cfd16881bad14e23e (patch) | |
tree | cf69fad6a6ab92b973405b058f035f3c00223033 /engines/gob/game_v2.cpp | |
parent | de9ba3adeec3a89a1155685d8e3fc589962f1d11 (diff) | |
download | scummvm-rg350-1c4715b71f79acede6b3758cfd16881bad14e23e.tar.gz scummvm-rg350-1c4715b71f79acede6b3758cfd16881bad14e23e.tar.bz2 scummvm-rg350-1c4715b71f79acede6b3758cfd16881bad14e23e.zip |
- Some more goblins-handling functions
- Fixed some mistakes I made in the Parse_v2 functions. Now the goblins
(finally) move. Also, the correct music is played in the first screen.
- Found the hook for the menu
- On freeing a sound slot, only stop the playing music if it's in the
slot to free
svn-id: r23700
Diffstat (limited to 'engines/gob/game_v2.cpp')
-rw-r--r-- | engines/gob/game_v2.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/engines/gob/game_v2.cpp b/engines/gob/game_v2.cpp index ec0ef0a27b..b81819f3f2 100644 --- a/engines/gob/game_v2.cpp +++ b/engines/gob/game_v2.cpp @@ -115,6 +115,7 @@ void Game_v2::playTot(int16 skipPlay) { loadTotFile(_curTotFile); if (_totFileData == 0) { _vm->_draw->blitCursor(); + _vm->_inter->_terminate = 2; break; } @@ -258,6 +259,13 @@ void Game_v2::playTot(int16 skipPlay) { strcpy(_curTotFile, _totToLoad); } + } else { + _vm->_scenery->_pCaptureCounter = oldCaptureCounter; + _vm->_global->_inter_execPtr = (char *)_totFileData; + _vm->_global->_inter_execPtr += READ_LE_UINT16(_totFileData + (skipPlay << 1) + 0x66); + _vm->_inter->callSub(2); + if (_vm->_inter->_terminate != 0) + _vm->_inter->_terminate = 2; } strcpy(_curTotFile, savedTotName); |