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authorMax Horn2003-05-22 00:51:42 +0000
committerMax Horn2003-05-22 00:51:42 +0000
commitf43fb0dab8c9f91d9490ab742c1e65015d5bf00e (patch)
tree3516f97191d1c2b438a845172346d0ea3c01e794 /scumm/script_v2.cpp
parent340f3a650e9188217f827e7282eb6c9cc8664c8f (diff)
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freeze scripts & hide mouse during cutscenes; addde Actor::isPlayer method that should work in V2, too; fixed o2_walkActorToObject
svn-id: r7815
Diffstat (limited to 'scumm/script_v2.cpp')
-rw-r--r--scumm/script_v2.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/scumm/script_v2.cpp b/scumm/script_v2.cpp
index af3a6f318f..3fec9ace99 100644
--- a/scumm/script_v2.cpp
+++ b/scumm/script_v2.cpp
@@ -1006,7 +1006,7 @@ void Scumm_v2::o2_walkActorToObject() {
a = derefActorSafe(getVarOrDirectByte(0x80), "o2_walkActorToObject");
assert(a);
- obj = getVarOrDirectByte(0x40);
+ obj = getVarOrDirectWord(0x40);
if (whereIsObject(obj) != WIO_NOT_FOUND) {
int x, y, dir;
getObjectXYPos(obj, x, y, dir);
@@ -1191,6 +1191,9 @@ void Scumm_v2::o2_cutscene() {
VAR(VAR_CURSORSTATE) = 200;
// TODO: some cursor command stuff (hide mouse etc maybe?)
+ freezeScripts(0);
+ _userPut = 0;
+ _cursor.state = 0;
_sentenceNum = 0;
stopScript(SENTENCE_SCRIPT);
@@ -1211,6 +1214,9 @@ void Scumm_v2::o2_endCutscene() {
VAR(VAR_CURSORSTATE) = vm.cutSceneData[1];
// TODO: some cursor command stuff (probably to reset it to the pre-cutscene state)
+ unfreezeScripts();
+ _userPut = 1;
+ _cursor.state = 1;
if (_gameId == GID_MANIAC) {
camera._mode = (byte) vm.cutSceneData[3];