diff options
-rw-r--r-- | engines/tucker/tucker.cpp | 24 |
1 files changed, 9 insertions, 15 deletions
diff --git a/engines/tucker/tucker.cpp b/engines/tucker/tucker.cpp index 6d9913ad72..a24db59cde 100644 --- a/engines/tucker/tucker.cpp +++ b/engines/tucker/tucker.cpp @@ -3757,21 +3757,15 @@ void TuckerEngine::setActionForInventoryObject() { } // Items with unary usage i.e. "Use X", rather than "Use X on Y" if ( - (_partNum == 3 && (_actionObj1Num == 6 || _actionObj1Num == 3 || _actionObj1Num == 17 || _actionObj1Num == 33)) || - // WORKAROUND Trac#5511. - // Object 18 is the glue you are supposed to use on the museum floor in part - // three. However, there is no hotspot for you to use the glue on, you are - // supposed to blindly click on the floor to trigger the correct action, - // which many players (myself included) find very confusing and inconsistent. - // The next line turns the glue into a unary usage object which means that - // it's enough to be inside the museum and use the glue. - // While this makes the puzzle slightly easier, this is consistent with other - // similar puzzles/items (for example the peg/manhole puzzle). - // As a possible future TODO we could inject a hotspot for the floor or the - // curator on-the-fly, but this would need to take the language into account. - (_partNum == 3 && _actionObj1Num == 18) || - (_partNum == 2 && _actionObj1Num == 19) || - (_partNum == 3 && (_actionObj1Num == 42 && _selectedObjectNum == 18)) + (_partNum == 2 && _actionObj1Num == 19) || // radio + (_partNum == 3 && ( + _actionObj1Num == 3 || // pizza + _actionObj1Num == 6 || // raincoat + _actionObj1Num == 17 || // ear plugs + _actionObj1Num == 18 || // glue + _actionObj1Num == 33 || // peg + (_actionObj1Num == 42 && _selectedObjectNum == 18) // skate + cue + )) ) { _actionVerbLocked = false; _actionRequiresTwoObjects = false; |