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authorFilippos Karapetis2007-06-08 14:45:25 +0000
committerFilippos Karapetis2007-06-08 14:45:25 +0000
commit1255681d0d4b52cd5a5d3b62666f6f3e2ab4e1de (patch)
tree2074abe2e1377ef9ca81e9f553cdfb95f1ee872b /engines/saga/script.cpp
parentde1da3af5dec17518957b27aa032d5249f1c17d4 (diff)
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IHNM never sets scriptModuleNumber to 0 in Script::doVerb(). Now, all items will have the correct script assigned to them (e.g. the fruit at the fruit tree screen in Benny's chapter, the icon in the chapel in Ted's chapter etc)
svn-id: r27203
Diffstat (limited to 'engines/saga/script.cpp')
-rw-r--r--engines/saga/script.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/engines/saga/script.cpp b/engines/saga/script.cpp
index b62e9aacf5..41cfa61976 100644
--- a/engines/saga/script.cpp
+++ b/engines/saga/script.cpp
@@ -456,6 +456,9 @@ void Script::doVerb() {
} else {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
}
+ // IHNM never sets scriptModuleNumber to 0
+ if (_vm->getGameType() == GType_IHNM)
+ scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
} else {
if (_pendingVerb == getVerbType(kVerbUse)) {
if ((objectTypeId(_pendingObject[1]) > kGameObjectNone) && (objectType < objectTypeId(_pendingObject[1]))) {
@@ -485,6 +488,9 @@ void Script::doVerb() {
} else {
scriptModuleNumber = 0;
}
+ // IHNM never sets scriptModuleNumber to 0
+ if (_vm->getGameType() == GType_IHNM)
+ scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
}
}
}