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authorEugene Sandulenko2004-06-23 03:16:04 +0000
committerEugene Sandulenko2004-06-23 03:16:04 +0000
commitfe146617e684ec50ea9b119776d436e7e7c2f2bf (patch)
tree3a46461129dbd8b3fcc17bbf1f89f8a7c0608f34 /scumm/insane
parent7d6f56ed48d021a9b13a4a5ffbb274c8eeef3722 (diff)
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Fixed FT, so battles are not so ridiculously easy as before. Now match original
svn-id: r14007
Diffstat (limited to 'scumm/insane')
-rw-r--r--scumm/insane/insane.cpp8
-rw-r--r--scumm/insane/insane_ben.cpp2
2 files changed, 5 insertions, 5 deletions
diff --git a/scumm/insane/insane.cpp b/scumm/insane/insane.cpp
index b6e4f3f2d1..49603e9342 100644
--- a/scumm/insane/insane.cpp
+++ b/scumm/insane/insane.cpp
@@ -1070,12 +1070,12 @@ void Insane::escapeKeyHandler(void) {
bool Insane::actor0StateFlags1(int state) {
const int spans[] = {0, 2, 34, 35, 39, 69, 98, 100, 117};
- bool retvalue = 0;
+ bool retvalue = 1;
unsigned int i;
for (i = 0; i < sizeof(spans); i++) {
retvalue = !retvalue;
- if (spans[i] <= state)
+ if (spans[i] >= state)
break;
}
return retvalue;
@@ -1090,12 +1090,12 @@ bool Insane::actor0StateFlags2(int state) {
593, 601, 604, 629, 634, 680, 682, 685, 688, 689, 693, 695, 712,
716, 718, 748, 753, 787, 788, 804, 807, 808, 812, 814, 831, 863,
866, 867, 872, 920, 922, 923, 926, 927, 931, 933, 950};
- bool retvalue = 0;
+ bool retvalue = 1;
unsigned int i;
for (i = 0; i < sizeof(spans); i++) {
retvalue = !retvalue;
- if (spans[i] <= state)
+ if (spans[i] >= state)
break;
}
return retvalue;
diff --git a/scumm/insane/insane_ben.cpp b/scumm/insane/insane_ben.cpp
index dd7bbdb3f8..5ee4ec9781 100644
--- a/scumm/insane/insane_ben.cpp
+++ b/scumm/insane/insane_ben.cpp
@@ -1795,7 +1795,7 @@ void Insane::actor03Reaction(int32 buttons) {
void Insane::chooseBenWeaponAnim(int buttons) {
// kick
if ((buttons & 1) && (_currEnemy != EN_TORQUE)) {
- if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 238)) {
+ if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 119)) {
switch (_actor[0].weapon) {
case INV_CHAIN:
_actor[0].act[2].state = 10;