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authorFilippos Karapetis2014-04-28 03:30:33 +0300
committerFilippos Karapetis2014-04-28 03:30:33 +0300
commit1e3061d3bb5a6df2b2daf379af67d45bf313fbc3 (patch)
tree4e687fd60d0d519c1ca5e59feceb571b0f6138de /engines
parent83a1ce6e29fdc0f5a51bc7d912b227f40eacd164 (diff)
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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.cpp8
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);