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authorPaul Gilbert2010-04-27 11:00:43 +0000
committerPaul Gilbert2010-04-27 11:00:43 +0000
commiteb4e7b4c77827c100c7ec271f150efbbfc9773cb (patch)
tree298a68a84338ddd9aac41c2fadd1879996220a05 /engines/lure
parent5a4df6fc95260ea9a045b4205d53d1b35acb53c2 (diff)
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Bugfix for making Goewin more smoothly follow player out of the caves
svn-id: r48813
Diffstat (limited to 'engines/lure')
-rw-r--r--engines/lure/res.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/engines/lure/res.cpp b/engines/lure/res.cpp
index bd978ce0b9..f8b29d4dd6 100644
--- a/engines/lure/res.cpp
+++ b/engines/lure/res.cpp
@@ -625,6 +625,11 @@ 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))
+ // 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();
// 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