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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_scenes4.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_scenes4.cpp')
-rw-r--r-- | engines/mads/nebular/nebular_scenes4.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/engines/mads/nebular/nebular_scenes4.cpp b/engines/mads/nebular/nebular_scenes4.cpp index 9db597c312..29b17c42c0 100644 --- a/engines/mads/nebular/nebular_scenes4.cpp +++ b/engines/mads/nebular/nebular_scenes4.cpp @@ -113,7 +113,7 @@ void Scene401::setup() { } void Scene401::enter() { - if (_scene->_priorSceneId != -2) + if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) _northFl = false; _timer = 0; @@ -125,7 +125,7 @@ void Scene401::enter() { _game._player._playerPos = Common::Point(149, 90); _game._player._facing = FACING_SOUTH; _northFl = true; - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(142, 131); _game._player._facing = FACING_NORTH; } @@ -718,7 +718,7 @@ void Scene402::enter() { _roxOnStool = false; _bartenderDialogNode = 1; _conversationFl = false; - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(160, 150); _game._player._facing = FACING_NORTH; _game._objects.addToInventory(OBJ_CREDIT_CHIP); @@ -2411,7 +2411,7 @@ void Scene405::enter() { } else if (_scene->_priorSceneId == 413) { _game._player._playerPos = Common::Point(284, 109); _game._player._facing = FACING_SOUTH; - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(23, 123); _game._player._facing = FACING_EAST; } @@ -2587,7 +2587,7 @@ void Scene406::enter() { } else if (_scene->_priorSceneId == 411) { _game._player._playerPos = Common::Point(153, 108); _game._player._facing = FACING_SOUTH; - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(15, 129); _game._player._facing = FACING_EAST; } @@ -2791,14 +2791,14 @@ void Scene407::setup() { } void Scene407::enter() { - if (_scene->_priorSceneId != -2) + if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) _fromNorth = false; if (_scene->_priorSceneId == 318) { _game._player._playerPos = Common::Point(172, 92); _game._player._facing = FACING_SOUTH; _fromNorth = true; - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(172, 132); _game._player._facing = FACING_NORTH; } @@ -3118,7 +3118,7 @@ void Scene410::enter() { else _scene->_hotspots.activate(NOUN_CHARGE_CASES, false); - if (_scene->_priorSceneId != -2) { + if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(155, 150); _game._player._facing = FACING_NORTH; } @@ -3646,7 +3646,7 @@ void Scene411::enter() { _scene->_dynamicHotspots.setPosition(idx, Common::Point(220, 121), FACING_NORTHEAST); } - if (_scene->_priorSceneId != -2) { + if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { _game._player._playerPos = Common::Point(60, 146); _game._player._facing = FACING_NORTHEAST; } @@ -4058,7 +4058,7 @@ void Scene413::enter() { _game._player._playerPos = Common::Point(142, 146); _game._player._facing = FACING_NORTH; _game._player._visible = true; - } else if (_scene->_priorSceneId != -2) { + } else if (_scene->_priorSceneId != RETURNING_FROM_DIALOG) { if (_globals[kSexOfRex] == REX_MALE) { _scene->loadAnimation(Resources::formatName(413, 'd', 1, EXT_AA, ""), 78); _vm->_sound->command(30); |