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author | Paul Gilbert | 2015-03-13 21:54:20 -0400 |
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committer | Paul Gilbert | 2015-03-13 21:54:20 -0400 |
commit | c0df1248b5a73f4b0f02d0712907878aa265dff4 (patch) | |
tree | 2c17ce7578bb081477f2e377855a8783ca70913d /engines/mads/nebular/nebular_scenes1.cpp | |
parent | ed33dee7539c6b05f7dba18fb87cdd44c09ba3cd (diff) | |
download | scummvm-rg350-c0df1248b5a73f4b0f02d0712907878aa265dff4.tar.gz scummvm-rg350-c0df1248b5a73f4b0f02d0712907878aa265dff4.tar.bz2 scummvm-rg350-c0df1248b5a73f4b0f02d0712907878aa265dff4.zip |
MADS: Properly handle reloading scenes when closing dialogs
Diffstat (limited to 'engines/mads/nebular/nebular_scenes1.cpp')
-rw-r--r-- | engines/mads/nebular/nebular_scenes1.cpp | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp index d505bb3d4e..dc2eb1f068 100644 --- a/engines/mads/nebular/nebular_scenes1.cpp +++ b/engines/mads/nebular/nebular_scenes1.cpp @@ -188,13 +188,13 @@ void Scene101::enter() { _scene->_hotspots.activate(NOUN_SHIELD_MODULATOR, false); _panelOpened = false; - if (_scene->_priorSceneId != -1) + if (_scene->_priorSceneId != RETURNING_FROM_LOADING) _globals[kNeedToStandUp] = false; - if (_scene->_priorSceneId != -2) + if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) _game._player._playerPos = Common::Point(100, 152); - if ((_scene->_priorSceneId == 112) || ((_scene->_priorSceneId == -2) && _sittingFl )) { + if ((_scene->_priorSceneId == 112) || ((_scene->_priorSceneId == RETURNING_FROM_DIALOG) && _sittingFl )) { _game._player._visible = false; _sittingFl = true; _game._player._playerPos = Common::Point(161, 123); @@ -721,7 +721,7 @@ void Scene102::enter() { _scene->_sequences.addSubEntry(_globals._sequenceIndexes[6], SEQUENCE_TRIGGER_EXPIRE, 0, 70); } else if (_scene->_priorSceneId == 103) _game._player._playerPos = Common::Point(47, 152); - else if (_scene->_priorSceneId != -2) { + else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._facing = FACING_NORTHWEST; _game._player._playerPos = Common::Point(32, 129); } @@ -1342,7 +1342,7 @@ void Scene103::enter() { _scene->_hotspots.activate(362, false); } - if (_scene->_priorSceneId != -2) + if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) _game._player._playerPos = Common::Point(237, 74); if (_scene->_priorSceneId == 102) { @@ -1625,7 +1625,7 @@ void Scene104::enter() { if (_scene->_priorSceneId == 105) _game._player._playerPos = Common::Point(302, 107); - else if (_scene->_priorSceneId != -2) + else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) _game._player._playerPos = Common::Point(160, 134); _loseFl = false; @@ -1847,7 +1847,7 @@ void Scene105::enter() { if (_scene->_priorSceneId == 104) _game._player._playerPos = Common::Point(13, 97); - else if (_scene->_priorSceneId != -2) + else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) _game._player._playerPos = Common::Point(116, 147); _game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0); @@ -2021,7 +2021,7 @@ void Scene106::enter() { _game._player._stepEnabled = false; _game._player._facing = FACING_EAST; _game._player._playerPos = Common::Point(106, 69); - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { if (_scene->_priorSceneId == 107) { _game._player._playerPos = Common::Point(319, 84); _game._player._facing = _game._player._prepareWalkFacing = FACING_WEST; @@ -2240,7 +2240,7 @@ void Scene107::enter() { _game._player._playerPos = Common::Point(132, 47); else if (_scene->_priorSceneId == 106) _game._player._playerPos = Common::Point(20, 91); - else if (_scene->_priorSceneId != -2) + else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) _game._player._playerPos = Common::Point(223, 151); if (((_scene->_priorSceneId == 105) || (_scene->_priorSceneId == 106)) && (_vm->getRandomNumber(1, 3) == 1)) { @@ -2352,7 +2352,7 @@ void Scene108::enter() { if (_scene->_priorSceneId == 107) _game._player._playerPos = Common::Point(138, 58); - else if (_scene->_priorSceneId != -2) + else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) _game._player._playerPos = Common::Point(305, 98); _game.loadQuoteSet(0x4A, 0x4B, 0x4C, 0x35, 0x34, 0); @@ -2459,7 +2459,7 @@ void Scene109::enter() { if (_scene->_priorSceneId == 110) { _game._player._playerPos = Common::Point(248, 38); _globals[kHoovicSated] = 2; - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(20, 68); _game._player._facing = FACING_EAST; } @@ -2865,7 +2865,7 @@ void Scene110::enter() { _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); idx = _scene->_dynamicHotspots.add(91, 348, _globals._sequenceIndexes[3], Common::Rect(0, 0, 0, 0)); _scene->_dynamicHotspots.setPosition(idx, Common::Point(-1, 0), FACING_NONE); - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(194, 23); _game._player._facing = FACING_SOUTH; _game._player._visible = false; @@ -3008,7 +3008,7 @@ void Scene111::enter() { _launched2Fl = false; _stampedFl = false; - if ((_scene->_priorSceneId < 201) && (_scene->_priorSceneId != -2)) { + if ((_scene->_priorSceneId < 201) && (_scene->_priorSceneId != RETURNING_FROM_DIALOG)) { _game._player._stepEnabled = false; _game._player._visible = false; _scene->loadAnimation(Resources::formatName(111, 'A', 0, EXT_AA, ""), 70); @@ -3019,7 +3019,7 @@ void Scene111::enter() { _launched2Fl = true; _vm->_sound->command(36); - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(300, 130); _game._player._facing = FACING_WEST; } |