aboutsummaryrefslogtreecommitdiff
path: root/engines/wintermute/base/scriptables/script_ext_directory.cpp
diff options
context:
space:
mode:
authorlolbot-iichan2019-05-22 03:25:24 +0300
committerFilippos Karapetis2020-01-11 18:05:39 +0200
commit924241cf2a83b44c3e6d11215f3eb14f4a7dd831 (patch)
tree04f683ad629d3e8e03199b395e9834b8e2a5dd5a /engines/wintermute/base/scriptables/script_ext_directory.cpp
parent3f61c4b5f0707ccf68f9b88982a5c68afd6e27c4 (diff)
downloadscummvm-rg350-924241cf2a83b44c3e6d11215f3eb14f4a7dd831.tar.gz
scummvm-rg350-924241cf2a83b44c3e6d11215f3eb14f4a7dd831.tar.bz2
scummvm-rg350-924241cf2a83b44c3e6d11215f3eb14f4a7dd831.zip
WINTERMUTE: Suppress FoxTail runtimeError on game load
FoxTail reloads in-hand items and cursor during AfterLoad by calling wrapped Game.LoadItems() method. This does not work in WME, as WME explicitly disables methods call at "AfterLoad" event. Somehow, everything seems to work fine without it. Let's supress this error by now... TODO: inspect actor.TakeItem and SetItemCursor for possible effects TODO: make a fake game that calls some methods on AfterLoad, test with FoxTail engine
Diffstat (limited to 'engines/wintermute/base/scriptables/script_ext_directory.cpp')
0 files changed, 0 insertions, 0 deletions