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authorjohndoe1232013-03-02 21:25:38 +0000
committerWillem Jan Palenstijn2013-05-08 20:47:43 +0200
commit583f9abaf98f64895546b75573e9442ca47426e3 (patch)
tree81b2cb6521b700fa767ad14bcb891a1f16b5fe6d /engines/neverhood/module3000.cpp
parent9b6d813d412a636b1c02511065ab1466e0f6c5e0 (diff)
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NEVERHOOD: Fix some logic bugs and minor changes
- Fix video speed in the very last scene (Scene1317) - Fix back door not opening in Scene1401 - Fix projector not moving in Scene1402 - Fix projector not appearing in Scene1403 - Fix wrong Klaymen walking in Scene2205 - Fix wrong scene change in Module2300 - Fix symbols not appearing in Scene3011 - Define out some remaining logic debug code - Remove some obsolete comments - Reduce debug output - Use a List instead of an Array when building the microtiles rectangles
Diffstat (limited to 'engines/neverhood/module3000.cpp')
-rw-r--r--engines/neverhood/module3000.cpp12
1 files changed, 7 insertions, 5 deletions
diff --git a/engines/neverhood/module3000.cpp b/engines/neverhood/module3000.cpp
index 6bf95e3c9a..d08ff9d6ae 100644
--- a/engines/neverhood/module3000.cpp
+++ b/engines/neverhood/module3000.cpp
@@ -756,7 +756,6 @@ Scene3009::Scene3009(NeverhoodEngine *vm, Module *parentModule, int which)
_isTurning(false), _lockSymbolsPart1Countdown(1), _lockSymbolsPart2Countdown(1) {
_cannonTargetStatus = getGlobalVar(V_CANNON_TARGET_STATUS);
- debug("_cannonTargetStatus = %d", _cannonTargetStatus);
_vm->gameModule()->initCannonSymbolsPuzzle();
@@ -809,11 +808,12 @@ Scene3009::Scene3009(NeverhoodEngine *vm, Module *parentModule, int which)
SetMessageHandler(&Scene3009::handleMessage);
SetUpdateHandler(&Scene3009::update);
- // DEBUG: Set the correct code
+ // DEBUG Enable to set the correct code
+#if 0
for (int i = 0; i < 6; i++)
setSubVar(VA_CURR_CANNON_SYMBOLS, i, _correctSymbols[i]);
sendMessage(this, 0x2003, 0);
- //setGlobalVar(V_ROBOT_TARGET, 1);
+#endif
}
@@ -1224,10 +1224,12 @@ Scene3010::Scene3010(NeverhoodEngine *vm, Module *parentModule, int which)
int initCountdown = 0;
- // DEBUG: Enable all buttons
+ // DEBUG Enable to activate all buttons
+#if 0
setSubVar(VA_LOCKS_DISABLED, kScene3010ButtonNameHashes[0], 1);
setSubVar(VA_LOCKS_DISABLED, kScene3010ButtonNameHashes[1], 1);
setSubVar(VA_LOCKS_DISABLED, kScene3010ButtonNameHashes[2], 1);
+#endif
setBackground(0x80802626);
setPalette(0x80802626);
@@ -1448,7 +1450,7 @@ void AsScene3011Symbol::change(int symbolIndex, bool isNoisy) {
}
Scene3011::Scene3011(NeverhoodEngine *vm, Module *parentModule, int which)
- : Scene(vm, parentModule), _updateStatus(0), _buttonClicked(false), _currentSymbolIndex(0) {
+ : Scene(vm, parentModule), _updateStatus(0), _buttonClicked(false), _currentSymbolIndex(0), _countdown(0) {
_vm->gameModule()->initCodeSymbolsPuzzle();
_noisySymbolIndex = getGlobalVar(V_NOISY_SYMBOL_INDEX);