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author | Kirben | 2014-11-28 14:45:31 +1100 |
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committer | Kirben | 2014-11-28 14:45:31 +1100 |
commit | 8f1896b2e0b49d547ae51ef9e01597c90b542a1b (patch) | |
tree | 4f47433bc81367145661cce4a607440b62d00a3b /engines | |
parent | 7ff41ae9027ffe3186a0c0f471069d656dbda91b (diff) | |
parent | daefdc315bdcb8a62f6e69d45a1f0b535fff46d5 (diff) | |
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Merge pull request #533 from segrax/master
SCUMM: Fix bug #2034 - MANIAC V2: Early Collision with Green Tentacle
Diffstat (limited to 'engines')
-rw-r--r-- | engines/scumm/script_v0.cpp | 6 | ||||
-rw-r--r-- | engines/scumm/script_v2.cpp | 9 |
2 files changed, 11 insertions, 4 deletions
diff --git a/engines/scumm/script_v0.cpp b/engines/scumm/script_v0.cpp index a7999a2695..af39fdaad8 100644 --- a/engines/scumm/script_v0.cpp +++ b/engines/scumm/script_v0.cpp @@ -589,9 +589,9 @@ void ScummEngine_v0::o_loadRoomWithEgo() { return; } - // The original interpreter seems to set the actors new room X/Y to the last rooms X/Y - // This fixes a problem with MM: script 158 in room 12, the 'Oompf!' script - // This scripts runs before the actor position is set to the correct location + // The original interpreter sets the actors new room X/Y to the last rooms X/Y + // This fixes a problem with MM: script 158 in room 12, the 'Oomph!' script + // This scripts runs before the actor position is set to the correct room entry location a->putActor(a->getPos().x, a->getPos().y, room); _egoPositioned = false; diff --git a/engines/scumm/script_v2.cpp b/engines/scumm/script_v2.cpp index 74d0aa2483..a7ec2e644f 100644 --- a/engines/scumm/script_v2.cpp +++ b/engines/scumm/script_v2.cpp @@ -1390,7 +1390,14 @@ void ScummEngine_v2::o2_loadRoomWithEgo() { a = derefActor(VAR(VAR_EGO), "o2_loadRoomWithEgo"); - a->putActor(0, 0, room); + // The original interpreter sets the actors new room X/Y to the last rooms X/Y + // This fixes a problem with MM: script 161 in room 12, the 'Oomph!' script + // This scripts runs before the actor position is set to the correct room entry location + if ((_game.id == GID_MANIAC) && (_game.platform != Common::kPlatformNES)) { + a->putActor(a->getPos().x, a->getPos().y, room); + } else { + a->putActor(0, 0, room); + } _egoPositioned = false; x = (int8)fetchScriptByte(); |