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authorSven Hesse2012-01-28 20:09:58 +0100
committerSven Hesse2012-01-28 20:09:58 +0100
commit9fba98415de3fe4bd0549075eed9f7b42400f8c5 (patch)
tree7c5efb71ac182ea9476b1faf79dc17dbb5c060d0 /engines/gob/minigames
parentc161cc123239966128d9487e84face5fbdc463de (diff)
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GOB: Don't play a hurt animation right before Oko dies
Diffstat (limited to 'engines/gob/minigames')
-rw-r--r--engines/gob/minigames/geisha/diving.cpp11
1 files changed, 6 insertions, 5 deletions
diff --git a/engines/gob/minigames/geisha/diving.cpp b/engines/gob/minigames/geisha/diving.cpp
index 047eb5b5d0..12571be7ff 100644
--- a/engines/gob/minigames/geisha/diving.cpp
+++ b/engines/gob/minigames/geisha/diving.cpp
@@ -725,10 +725,6 @@ void Diving::checkOkoHurt() {
if (_oko->getState() != Oko::kStateSwim)
return;
- // Oko dies if the health reaches 0
- if (_healthMeter->getValue() == 0)
- _oko->die();
-
// Give Oko a grace period after being hurt
if (_hurtGracePeriod > 0) {
_hurtGracePeriod--;
@@ -740,9 +736,14 @@ void Diving::checkOkoHurt() {
EvilFish &evilFish = *_evilFish[i].evilFish;
if (!evilFish.isDead() && evilFish.isIn(*_oko)) {
- _oko->hurt();
_healthMeter->decrease();
+ // If the health reached 0, Oko dies. Otherwise, she gets hurt
+ if (_healthMeter->getValue() == 0)
+ _oko->die();
+ else
+ _oko->hurt();
+
_hurtGracePeriod = 10;
break;
}