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authorYotam Barnoy2010-10-31 11:08:43 +0000
committerYotam Barnoy2010-10-31 11:08:43 +0000
commit94c8d0a14df429a1b25bd9f5c5d75497fd0ddbd1 (patch)
tree3df2a4ae7967c56d464729669fc06ce4e93dff36 /engines/lure/res.cpp
parent8df4278ba8cfbf71228e1927f9db635a9a30a57f (diff)
parentdca3c8d8bfc6c4db38cf8e8291818dd472041d4e (diff)
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Updated with latest from trunk
svn-id: r53976
Diffstat (limited to 'engines/lure/res.cpp')
-rw-r--r--engines/lure/res.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/engines/lure/res.cpp b/engines/lure/res.cpp
index f8b29d4dd6..4342a1d6ad 100644
--- a/engines/lure/res.cpp
+++ b/engines/lure/res.cpp
@@ -625,12 +625,16 @@ Hotspot *Resources::activateHotspot(uint16 hotspotId) {
CharacterScheduleEntry *entry = resources.charSchedules().getEntry(res->npcScheduleId);
res->npcSchedule.addFront(DISPATCH_ACTION, entry, res->roomNumber);
}
- if ((hotspotId == GOEWIN_ID) && (hotspot->roomNumber() == 39))
+ if ((hotspotId == GOEWIN_ID) && (hotspot->roomNumber() == 39)) {
// WORKAROUND: When you re-join Goewin in the caves, clear her schedule. This may prevent a
// situation where you could close the left door, and she'd be permanently stuck trying to go
// the next room on the left, since her old schedule still had her following your old path
hotspot->currentActions().clear();
+ // Since she's no longer a follower, clear her start room field
+ hotspot->setStartRoomNumber(0);
+ }
+
// TODO: Figure out why there's a room set in the animation decode for a range of characters,
// particularly since it doesn't seem to match what happens in-game
/*