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authorFilippos Karapetis2007-09-22 17:57:45 +0000
committerFilippos Karapetis2007-09-22 17:57:45 +0000
commit7524244581bcec8d95da2fc65455704a31c3a517 (patch)
tree3e86ccba6efe12a771ed128553e989a44fdbf70d /engines/saga
parentf371e98f98641552757cb987c8b515c5cd75ca25 (diff)
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Added a workaround for a bug with Gorrister's heart, which exists in the original game scripts of IHNM
svn-id: r29024
Diffstat (limited to 'engines/saga')
-rw-r--r--engines/saga/script.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/engines/saga/script.cpp b/engines/saga/script.cpp
index 611975f471..b2e1f267ae 100644
--- a/engines/saga/script.cpp
+++ b/engines/saga/script.cpp
@@ -494,6 +494,14 @@ void Script::doVerb() {
}
}
+ // WORKAROUND for a bug in the original game scripts of IHNM. Gorrister's heart is not supposed to have a
+ // "use" phrase attached to it (it's not used anywhere, it's only given), but when "used", an incorrect
+ // reply is given to the player ("It's too narrow for me to pass", said when Gorrister tries to pick up the
+ // heart without a rope). Therefore, for object number 16397 (Gorrister's heart), when the active verb is
+ // "Use", set it to "Push", which gives a more appropriate reply ("What good will that do me?")
+ if (_vm->getGameType() == GType_IHNM && _pendingObject[0] == 16397 && _pendingVerb == 4)
+ _pendingVerb = 8;
+
if (scriptEntrypointNumber > 0) {
event.type = kEvTOneshot;