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authorMax Horn2007-02-04 01:24:43 +0000
committerMax Horn2007-02-04 01:24:43 +0000
commitbe052be462c6d6b9f47b57b1169cc5e1e306d65f (patch)
tree2cd26c677700d2aeae426a8584e4a6945a7e89df /engines/scumm/verbs.cpp
parentb2748810863483b6e249a262e6a18a805d1f3aa8 (diff)
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Rewrote the actor walk code for SCUMM V0-V2 games: Now it uses the C64 character coordinates internally, not pixel coordinates. This should fix some walk bugs, but also might cause some regressions. Watch out
svn-id: r25370
Diffstat (limited to 'engines/scumm/verbs.cpp')
-rw-r--r--engines/scumm/verbs.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/scumm/verbs.cpp b/engines/scumm/verbs.cpp
index 23f7038898..d76d3dce92 100644
--- a/engines/scumm/verbs.cpp
+++ b/engines/scumm/verbs.cpp
@@ -606,7 +606,7 @@ void ScummEngine_c64::checkExecVerbs() {
runObject(_activeObject, entry);
} else if (zone->number == kMainVirtScreen) {
a = derefActor(VAR(VAR_EGO), "checkExecVerbs");
- a->startWalkActor(_virtualMouse.x, _virtualMouse.y, -1);
+ a->startWalkActor(_virtualMouse.x / V12_X_MULTIPLIER, _virtualMouse.y / V12_Y_MULTIPLIER, -1);
}
_activeInventory = 0;