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author | Filippos Karapetis | 2014-04-28 03:30:33 +0300 |
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committer | Filippos Karapetis | 2014-04-28 03:30:33 +0300 |
commit | 1e3061d3bb5a6df2b2daf379af67d45bf313fbc3 (patch) | |
tree | 4e687fd60d0d519c1ca5e59feceb571b0f6138de /engines | |
parent | 83a1ce6e29fdc0f5a51bc7d912b227f40eacd164 (diff) | |
download | scummvm-rg350-1e3061d3bb5a6df2b2daf379af67d45bf313fbc3.tar.gz scummvm-rg350-1e3061d3bb5a6df2b2daf379af67d45bf313fbc3.tar.bz2 scummvm-rg350-1e3061d3bb5a6df2b2daf379af67d45bf313fbc3.zip |
MADS: Bugfixes for Nebular scene 102
This fixes the binoculars, the refrigerator and partly fixes the
ladder/hatchway
Diffstat (limited to 'engines')
-rw-r--r-- | engines/mads/nebular/nebular_scenes1.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp index 54db1d3919..ab1b2d1423 100644 --- a/engines/mads/nebular/nebular_scenes1.cpp +++ b/engines/mads/nebular/nebular_scenes1.cpp @@ -654,7 +654,7 @@ void Scene102::enter() { _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 4, 0, 1, 0); _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 3, 0, 0, 5); - if (!_game._objects.isInRoom(OBJ_BINOCULARS)) + if (_game._objects.isInRoom(OBJ_BINOCULARS)) _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 24, 0, 0, 24); else _scene->_hotspots.activate(0x27, false); @@ -798,7 +798,7 @@ void Scene102::actions() { return; } - if (_action.isAction(0x122) && !_fridgeOpenedFl) { + if (_action._activeAction._objectNameId == 0x122 && !_fridgeOpenedFl) { switch (_game._trigger) { case 0: _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0); @@ -970,7 +970,7 @@ void Scene102::actions() { return; } - if ((_action.isAction(0xC7) || _action.isAction(0xA3)) && (_action.isAction(VERB_LOOK) || _action.isAction(0x50) || _action.isAction(0x4F))) { + if ((_action._activeAction._objectNameId == 0xC7 || _action._activeAction._objectNameId == 0xA3) && (_action.isAction(VERB_LOOK) || _action.isAction(0x50) || _action.isAction(0x4F))) { if (_game._objects.isInInventory(OBJ_REBREATHER)) { if (!_action.isAction(0x50) && !_action.isAction(0x4F)) { _vm->_dialogs->show(0x27F7); @@ -984,7 +984,7 @@ void Scene102::actions() { } } - if ( (_action.isAction(0xC7) || _action.isAction(0xA3)) && (_action.isAction(0x50) || _action.isAction(0x4F)) ) { + if ((_action._activeAction._objectNameId == 0xC7 || _action._activeAction._objectNameId == 0xA3) && (_action.isAction(0x50) || _action.isAction(0x4F)) ) { switch (_game._trigger) { case 0: _scene->loadAnimation(formAnimName('A', -1), 1); |