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authorSylvain Dupont2011-01-29 22:15:57 +0000
committerSylvain Dupont2011-01-29 22:15:57 +0000
commitc450ac28e9031e35a93415dab29f77962b97d6a9 (patch)
treeddcbf7b391e4c2f815f779e2d9c40163aa40a822 /engines/toon
parent7765c245588ffb8fd4007efcbf172299a40a0c7d (diff)
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TOON: Add workarounds in transformed barn scene
Drew does not disappear anymore in the barn when filling his can. Slowed down the talk animations a bit svn-id: r55626
Diffstat (limited to 'engines/toon')
-rw-r--r--engines/toon/script_func.cpp15
1 files changed, 13 insertions, 2 deletions
diff --git a/engines/toon/script_func.cpp b/engines/toon/script_func.cpp
index 1b909266a6..bea5b0b17f 100644
--- a/engines/toon/script_func.cpp
+++ b/engines/toon/script_func.cpp
@@ -256,6 +256,15 @@ int32 ScriptFunc::sys_Cmd_Draw_Actor_Standing(EMCState *state) {
int32 arg1 = stackPos(0);
int32 arg2 = stackPos(1);
+ int32 arg3 = stackPos(2);
+
+ // WORKAROUND: In scene 19 (transformed barn), Drew disappears when it shouldn't. It seems like a script bug
+ // even if the game works correctly at this point
+ // We need a special case for it then.
+ if (_vm->state()->_currentScene == 19 && arg3 == 1 && arg1 < 0) {
+ arg1 = 1;
+ }
+
if (arg2 > -1)
_vm->getDrew()->forceFacing(arg2);
@@ -266,7 +275,6 @@ int32 ScriptFunc::sys_Cmd_Draw_Actor_Standing(EMCState *state) {
_vm->getDrew()->setVisible(true);
_vm->getDrew()->playStandingAnim();
}
-
return 0;
}
@@ -900,7 +908,6 @@ int32 ScriptFunc::sys_Cmd_Set_Scene_Anim_Wait(EMCState *state) {
if (sceneId >= 0 && sceneId < 40) {
int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer;
- //debugC(0,0xff, "sw : assigining %d to lasttimer of %d (current tick %d old milli %d) ",nextTicks, sceneId , _vm->getSystem()->getMillis(), _vm->getOldMilli());
if (nextTicks < _vm->getOldMilli())
_vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks;
else
@@ -1014,6 +1021,10 @@ int32 ScriptFunc::sys_Cmd_Draw_Scene_Anim_WSA_Frame(EMCState *state) {
}
}
+ if (_vm->state()->_currentScene == 19 && _vm->getCurrentUpdatingSceneAnimation() == 0 ) {
+ _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 6);
+ }
+
if (_vm->state()->_currentScene == 29) {
if (animId == 16 || animId == 26 || animId == 36)
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2);