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authorTorbjörn Andersson2005-04-24 12:08:27 +0000
committerTorbjörn Andersson2005-04-24 12:08:27 +0000
commit6f29b92a5fa765ae3adb270035aeb104c2a9765d (patch)
tree65e2ee185a858349fe3099dceb106187378a850a /saga/actor.cpp
parent29532320c198241d598206e182bc5cfa4c271424 (diff)
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I believe this is the correct fix for the sanctuary door bug.
svn-id: r17786
Diffstat (limited to 'saga/actor.cpp')
-rw-r--r--saga/actor.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp
index cfcbab58c2..7b62c36bc2 100644
--- a/saga/actor.cpp
+++ b/saga/actor.cpp
@@ -1806,12 +1806,14 @@ void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point
for (iteratorPoint.y = 0; iteratorPoint.y < _yCellCount; iteratorPoint.y++) {
for (iteratorPoint.x = 0; iteratorPoint.x < _xCellCount; iteratorPoint.x++) {
+ // This is almost, but not quite, the same thing as canWalk().
+ // Is that difference significant or not?
if (_vm->_scene->validBGMaskPoint(iteratorPoint)) {
maskType = _vm->_scene->getBGMaskType(iteratorPoint);
+ setPathCell(iteratorPoint, _vm->_scene->getDoorState(maskType) ? kPathCellBarrier : kPathCellEmpty);
} else {
- maskType = 1;
+ setPathCell(iteratorPoint, kPathCellBarrier);
}
- setPathCell(iteratorPoint, maskType ? kPathCellBarrier : kPathCellEmpty);
}
}