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authorPaul Gilbert2009-01-31 01:58:10 +0000
committerPaul Gilbert2009-01-31 01:58:10 +0000
commit13c7397837a5cd5bbd8ebbefc84b11a2a01cc701 (patch)
tree8776a8f0383519f84c66a4b7efb687b142367f80 /engines
parente7afcecda279ff06b375a826cd7e49441dd6cf7e (diff)
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Bugfix to properly have one NPC character move out of the way when two NPCs bump into each other
svn-id: r36153
Diffstat (limited to 'engines')
-rw-r--r--engines/lure/res_struct.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/engines/lure/res_struct.cpp b/engines/lure/res_struct.cpp
index c3d29eef53..6fa52abc4a 100644
--- a/engines/lure/res_struct.cpp
+++ b/engines/lure/res_struct.cpp
@@ -1173,11 +1173,9 @@ int PausedCharacterList::check(uint16 charId, int numImpinging, uint16 *impingin
hotspot->setPauseCtr(IDLE_COUNTDOWN_SIZE);
}
+ if (result == 0)
+ charHotspot->setRandomDest();
result = 2;
- if (charHotspot->currentActions().isEmpty())
- charHotspot->currentActions().addFront(START_WALKING, charHotspot->roomNumber());
- else
- charHotspot->currentActions().top().setAction(START_WALKING);
}
return result;