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author | Evgeny Grechnikov | 2018-08-25 15:11:24 +0300 |
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committer | Eugene Sandulenko | 2018-08-26 12:09:43 +0200 |
commit | f771fa40ad474d78d32ce5bff67afc937547e5de (patch) | |
tree | 483ee750c81169142fc58a68e87d5a321a4a96f3 /engines/groovie/vdx.cpp | |
parent | f3cb1fcd84d7ca1dd25b7adb4b54f08c535008ac (diff) | |
download | scummvm-rg350-f771fa40ad474d78d32ce5bff67afc937547e5de.tar.gz scummvm-rg350-f771fa40ad474d78d32ce5bff67afc937547e5de.tar.bz2 scummvm-rg350-f771fa40ad474d78d32ce5bff67afc937547e5de.zip |
LASTEXPRESS: multiple fixes in NPC logic
Checked the logic against the original game
(to be precise, DOS English version from GOG, although I think
AI logic has no significant differences with other versions).
Fixed a *lot* of errors with varying visibility for the user.
Also, save+exit+load sometimes resulted in memory corruption like
((EntityParametersSSII*)(new EntityParametersIIII))->param8 = 0;
load operation did not restore the correct type of NPC logic context,
the default one was used (which also has the smallest sizeof).
Should be fixed now. Save+load is still unusable because it locks
everybody waiting for kActionEndSound (the sound state is not restored),
but, at least, it should not corrupt the memory. Hopefully.
Diffstat (limited to 'engines/groovie/vdx.cpp')
0 files changed, 0 insertions, 0 deletions