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author | Torbjörn Andersson | 2005-08-26 12:07:31 +0000 |
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committer | Torbjörn Andersson | 2005-08-26 12:07:31 +0000 |
commit | d8a96c30321c6a615689ed5137b3a26161e2d154 (patch) | |
tree | 444b027a26cfe7cf82cad98dd65261db47646466 /sword2/logic.h | |
parent | 41e9aa2f2c84704712abb64f8ad2110e0eab25fe (diff) | |
download | scummvm-rg350-d8a96c30321c6a615689ed5137b3a26161e2d154.tar.gz scummvm-rg350-d8a96c30321c6a615689ed5137b3a26161e2d154.tar.bz2 scummvm-rg350-d8a96c30321c6a615689ed5137b3a26161e2d154.zip |
Allowed IHNM to use the opSpeak opcode. Aborting that code path early meant
that the instruction wasn't fully read, so the next opcode would be wrong.
This is what caused it to crash.
To keep the game from hanging, I also allowed the engine to call the
_actors->direct() function for IHNM. This allows AM's intro speech to be
played in its entirety.
Since this includes the "hate" speech, I've removed that part from the
hard-coded intro. To get the right music playing, I've enabled the
sfPlayMusic() function for IHNM. This is pure guesswork, though. Once the
scene changes, the wrong music plays again. However, this is scene music,
i.e. not scripted.
It doesn't play the background sound. Looks like _fxTable[] isn't generated
for IHNM. More noticeably, until the scene changes it doesn't show any
graphics apart from the subtitles, which are drawn in the wrong colour and
(I believe) the wrong font.
svn-id: r18712
Diffstat (limited to 'sword2/logic.h')
0 files changed, 0 insertions, 0 deletions