aboutsummaryrefslogtreecommitdiff
path: root/sword2/logic.h
diff options
context:
space:
mode:
authorTorbjörn Andersson2005-08-26 12:07:31 +0000
committerTorbjörn Andersson2005-08-26 12:07:31 +0000
commitd8a96c30321c6a615689ed5137b3a26161e2d154 (patch)
tree444b027a26cfe7cf82cad98dd65261db47646466 /sword2/logic.h
parent41e9aa2f2c84704712abb64f8ad2110e0eab25fe (diff)
downloadscummvm-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