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author | Travis Howell | 2004-08-09 03:21:51 +0000 |
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committer | Travis Howell | 2004-08-09 03:21:51 +0000 |
commit | a6e1eb9c95d1791bba853c8da85466895ea12be4 (patch) | |
tree | fb2339de08aa916165794859db47a15e196d6eb9 /scumm/insane | |
parent | 599f9382d76b842a18231a08f5e9c4584081c9db (diff) | |
download | scummvm-rg350-a6e1eb9c95d1791bba853c8da85466895ea12be4.tar.gz scummvm-rg350-a6e1eb9c95d1791bba853c8da85466895ea12be4.tar.bz2 scummvm-rg350-a6e1eb9c95d1791bba853c8da85466895ea12be4.zip |
Better method, shouldn't be used in PC FT demo.
svn-id: r14527
Diffstat (limited to 'scumm/insane')
-rw-r--r-- | scumm/insane/insane.cpp | 4 | ||||
-rw-r--r-- | scumm/insane/insane_enemy.cpp | 6 |
2 files changed, 4 insertions, 6 deletions
diff --git a/scumm/insane/insane.cpp b/scumm/insane/insane.cpp index 5b5df158bb..2dd7f96aea 100644 --- a/scumm/insane/insane.cpp +++ b/scumm/insane/insane.cpp @@ -808,10 +808,8 @@ void Insane::prepareScenePropScene(int32 scenePropNum, bool arg_4, bool arg_8) { debugC(DEBUG_INSANE, "Insane::prepareScenePropScene(%d, %d, %d)", scenePropNum, arg_4, arg_8); - if (!((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))) { - if (!loadScenePropSounds(idx)) + if (((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)) || !loadScenePropSounds(idx)) return; - } _actor[0].defunct = arg_4; _actor[1].defunct = arg_8; diff --git a/scumm/insane/insane_enemy.cpp b/scumm/insane/insane_enemy.cpp index 9cc96532fe..ab64941a72 100644 --- a/scumm/insane/insane_enemy.cpp +++ b/scumm/insane/insane_enemy.cpp @@ -2643,9 +2643,7 @@ void Insane::actor13Reaction(int32 buttons) { _actor[1].act[3].state = 70; break; case 70: - if (!_actor[1].scenePropSubIdx || ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))) { - _actor[1].act[3].state = 118; - } else { + if (_actor[1].scenePropSubIdx) { smlayer_setActorFacing(1, 3, 4, 180); tmp = _currScenePropIdx + _actor[1].scenePropSubIdx; if (!smlayer_startVoice(_sceneProp[tmp].sound)) @@ -2653,6 +2651,8 @@ void Insane::actor13Reaction(int32 buttons) { else _actor[1].runningSound = _sceneProp[tmp].sound; _actor[1].act[3].state = 72; + } else { + _actor[1].act[3].state = 118; } break; case 71: |