aboutsummaryrefslogtreecommitdiff
path: root/engines/gob/inter_v2.cpp
diff options
context:
space:
mode:
authorSven Hesse2007-02-14 16:36:17 +0000
committerSven Hesse2007-02-14 16:36:17 +0000
commit77c70d4ee7731ad0581b3bb8321de23d9042de5e (patch)
treefc5f3d9ede1ead065fe6c65c5d4521c57afb369a /engines/gob/inter_v2.cpp
parent0e46eb82656617d3a15bb35315a3300618d15955 (diff)
downloadscummvm-rg350-77c70d4ee7731ad0581b3bb8321de23d9042de5e.tar.gz
scummvm-rg350-77c70d4ee7731ad0581b3bb8321de23d9042de5e.tar.bz2
scummvm-rg350-77c70d4ee7731ad0581b3bb8321de23d9042de5e.zip
- Changed the square wave generator / speaker emulation, hopefully fixing the walking sound issue (#1621086)
- Fixed some misplaced actor glitches in Bargon svn-id: r25585
Diffstat (limited to 'engines/gob/inter_v2.cpp')
-rw-r--r--engines/gob/inter_v2.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/gob/inter_v2.cpp b/engines/gob/inter_v2.cpp
index 725810de5f..bf6082bade 100644
--- a/engines/gob/inter_v2.cpp
+++ b/engines/gob/inter_v2.cpp
@@ -1138,7 +1138,7 @@ void Inter_v2::o2_moveGoblin(void) {
mouseX = _vm->_global->_inter_mouseX;
mouseY = _vm->_global->_inter_mouseY;
if (_vm->_map->_bigTiles)
- mouseY += ((_vm->_global->_inter_mouseX / _vm->_map->_tilesHeight) + 1) / 2;
+ mouseY += ((_vm->_global->_inter_mouseY / _vm->_map->_tilesHeight) + 1) / 2;
obj->gobDestX = mouseX / _vm->_map->_tilesWidth;
obj->gobDestY = mouseY / _vm->_map->_tilesHeight;
gobDestX = obj->gobDestX;
@@ -1296,13 +1296,13 @@ void Inter_v2::loadMult(void) {
objAnim->layer = obj->goblinStates[objAnim->state][0].layer;
objAnim->animation = animation;
_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
- if (!_vm->_map->_bigTiles) {
+ if (!_vm->_map->_bigTiles)
*obj->pPosY = (obj->goblinY + 1) * _vm->_map->_tilesHeight
- (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
- } else {
- *obj->pPosY = ((obj->goblinY + 1) / 2) * _vm->_map->_tilesHeight
- - (_vm->_scenery->_animBottom - _vm->_scenery->_animTop);
- }
+ else
+ *obj->pPosY = ((obj->goblinY + 1) * _vm->_map->_tilesHeight) -
+ (_vm->_scenery->_animBottom - _vm->_scenery->_animTop) -
+ ((obj->goblinY + 1) / 2);
*obj->pPosX = obj->goblinX * _vm->_map->_tilesWidth;
}
}