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authorPaul Gilbert2013-06-30 17:29:00 -0400
committerPaul Gilbert2013-06-30 17:29:00 -0400
commitfcd53acb0be18bab48d4b9bd34939429a4122223 (patch)
treefcfef44454ce0b8fb5753c22bee884923ecda5d2 /engines
parent831c4db6df4c55eac9432819287acc8f903b4542 (diff)
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TSAGE: Fix for rotating in R2R maze scenes
Diffstat (limited to 'engines')
-rw-r--r--engines/tsage/ringworld2/ringworld2_scenes3.cpp11
-rw-r--r--engines/tsage/ringworld2/ringworld2_scenes3.h1
2 files changed, 7 insertions, 5 deletions
diff --git a/engines/tsage/ringworld2/ringworld2_scenes3.cpp b/engines/tsage/ringworld2/ringworld2_scenes3.cpp
index 74ec706057..1812778c27 100644
--- a/engines/tsage/ringworld2/ringworld2_scenes3.cpp
+++ b/engines/tsage/ringworld2/ringworld2_scenes3.cpp
@@ -2920,9 +2920,10 @@ void Scene3500::Action1::sub108670(int arg1) {
else
scene->_actor5.show();
- if (scene->_actor1._frame % 2 == 0)
- scene->_actor1._frameChange = _field1E;
- scene->_actor1.setFrame(scene->_actor1.changeFrame());
+ if (scene->_actor1._frame % 2 == 0) {
+ scene->_actor1._frameChange = _field1E;
+ scene->_actor1.setFrame(scene->_actor1.changeFrame());
+ }
setActionIndex(0);
}
@@ -2993,7 +2994,7 @@ void Scene3500::Action1::signal() {
}
break;
case 1:
- if ((scene->_actor1._frame % 2) == 0) {
+ if ((scene->_actor1._frame % 2) == 1) {
setDelay(1);
return;
}
@@ -3637,7 +3638,7 @@ void Scene3500::postInit(SceneObjectList *OwnerList) {
_item1.setDetails(Rect(0, 0, 320, 200), 3500, 0, -1, 2, 1, NULL);
_actor1.postInit();
- _mazeDirection = 1;
+ _mazeDirection = MAZEDIR_NORTH;
_actor1.setup(1004, 1, _mazeDirection);
_actor1.setPosition(Common::Point(230, 135));
_actor1.fixPriority(200);
diff --git a/engines/tsage/ringworld2/ringworld2_scenes3.h b/engines/tsage/ringworld2/ringworld2_scenes3.h
index ec4ea86e45..85e5674433 100644
--- a/engines/tsage/ringworld2/ringworld2_scenes3.h
+++ b/engines/tsage/ringworld2/ringworld2_scenes3.h
@@ -650,6 +650,7 @@ public:
Item4 _item5;
Item4 _item6;
Item4 _item7;
+ // Glyph of vessel on top of the maze ui
SceneActor _actor1;
SceneActor _actor2;
SceneActor _actor3;