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-rw-r--r--engines/xeen/combat.cpp3
-rw-r--r--engines/xeen/item.cpp8
2 files changed, 7 insertions, 4 deletions
diff --git a/engines/xeen/combat.cpp b/engines/xeen/combat.cpp
index 1452719c2b..2dca3b0648 100644
--- a/engines/xeen/combat.cpp
+++ b/engines/xeen/combat.cpp
@@ -385,7 +385,8 @@ void Combat::doCharDamage(Character &c, int charNum, int monsterDataIndex) {
XeenItem &weapon = c._weapons[idx];
if (weapon._id < XEEN_SLAYER_SWORD && weapon._id != 0 && weapon._frame != 0) {
weapon._state._broken = true;
- weapon._frame = 0;
+ // WORKAROUND: For consistency, we don't de-equip broken items
+ //weapon._frame = 0;
}
}
sound.playFX(37);
diff --git a/engines/xeen/item.cpp b/engines/xeen/item.cpp
index a384d615e2..bd08dcd494 100644
--- a/engines/xeen/item.cpp
+++ b/engines/xeen/item.cpp
@@ -740,14 +740,16 @@ void InventoryItemsGroup::breakAllItems() {
for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
if (_owner->_weapons[idx]._id < XEEN_SLAYER_SWORD) {
_owner->_weapons[idx]._state._broken = true;
- _owner->_weapons[idx]._frame = 0;
+ // WORKAROUND: For consistency, we don't de-equip broken items
+ //_owner->_weapons[idx]._frame = 0;
}
_owner->_armor[idx]._state._broken = true;
_owner->_accessories[idx]._state._broken = true;
_owner->_misc[idx]._state._broken = true;
- _owner->_armor[idx]._frame = 0;
- _owner->_accessories[idx]._frame = 0;
+ // WORKAROUND: For consistency, we don't de-equip broken items
+ //_owner->_armor[idx]._frame = 0;
+ //_owner->_accessories[idx]._frame = 0;
}
}