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authorRobert Crossfield2014-11-28 22:24:45 +1100
committerRobert Crossfield2014-11-28 22:24:45 +1100
commit2dbd99d57264bab012cebd064eadfc34050832b1 (patch)
treeaa476a621ea221f21ea3eebda2b42c45e4d1215b /engines/scumm/script_v0.cpp
parent5beeadfd76ac001bf1bb9ebcb7b899892531efc5 (diff)
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SCUMM: Maniac V0: Implement the original Walk Code (to fix some anim glitches), fix opcode to use _moving correctly (as V0 is different)
Diffstat (limited to 'engines/scumm/script_v0.cpp')
-rw-r--r--engines/scumm/script_v0.cpp12
1 files changed, 5 insertions, 7 deletions
diff --git a/engines/scumm/script_v0.cpp b/engines/scumm/script_v0.cpp
index af39fdaad8..6cbfbf45b3 100644
--- a/engines/scumm/script_v0.cpp
+++ b/engines/scumm/script_v0.cpp
@@ -589,9 +589,9 @@ void ScummEngine_v0::o_loadRoomWithEgo() {
return;
}
- // The original interpreter sets the actors new room X/Y to the last rooms X/Y
- // This fixes a problem with MM: script 158 in room 12, the 'Oomph!' script
- // This scripts runs before the actor position is set to the correct room entry location
+ // The original interpreter seems to set the actors new room X/Y to the last rooms X/Y
+ // This fixes a problem with MM: script 158 in room 12, the 'Oompf!' script
+ // This scripts runs before the actor position is set to the correct location
a->putActor(a->getPos().x, a->getPos().y, room);
_egoPositioned = false;
@@ -714,10 +714,8 @@ void ScummEngine_v0::o_getActorMoving() {
getResultPos();
int act = getVarOrDirectByte(PARAM_1);
Actor *a = derefActor(act, "o_getActorMoving");
- if (a->_moving)
- setResult(1);
- else
- setResult(2);
+
+ setResult(a->_moving);
}
void ScummEngine_v0::o_putActorAtObject() {