diff options
| -rw-r--r-- | scumm/insane/insane.cpp | 8 | ||||
| -rw-r--r-- | scumm/insane/insane_ben.cpp | 15 | 
2 files changed, 15 insertions, 8 deletions
diff --git a/scumm/insane/insane.cpp b/scumm/insane/insane.cpp index 876fb86a18..12e77e2c31 100644 --- a/scumm/insane/insane.cpp +++ b/scumm/insane/insane.cpp @@ -176,7 +176,7 @@ void Insane::initvars(void) {  	if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)) { -		init_enemyStruct(EN_ROTT1, EN_ROTT1, 0, 0, 160, 0, INV_MACE, 90, "endcrshr.san",  +		init_enemyStruct(EN_ROTT1, EN_ROTT1, 0, 0, 160, 0, INV_MACE, 63, "endcrshr.san",   						 25, 16, 15, 27, 11, 3);  	} else {  		init_enemyStruct(EN_ROTT1, EN_ROTT1, 0, 0, 160, 0, INV_MACE, 90, "wr2_rott.san",  @@ -385,11 +385,11 @@ void Insane::initvars(void) {  	_actor[0].inventory[INV_CHAINSAW] = 0;  	_actor[0].inventory[INV_MACE] = 0;  	_actor[0].inventory[INV_2X4] = 0; +	_actor[0].inventory[INV_WRENCH] = 1;  	if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)) -		_actor[0].inventory[INV_WRENCH] = 0; +		_actor[0].inventory[INV_BOOT] = 0;  	else -		_actor[0].inventory[INV_WRENCH] = 1; -	_actor[0].inventory[INV_BOOT] = 1; +		_actor[0].inventory[INV_BOOT] = 1;  	_actor[0].inventory[INV_HAND] = 1;  	_actor[0].inventory[INV_DUST] = 0;  	_actor[0].probability = 5; diff --git a/scumm/insane/insane_ben.cpp b/scumm/insane/insane_ben.cpp index 0dbe89e03e..0f43d81c5e 100644 --- a/scumm/insane/insane_ben.cpp +++ b/scumm/insane/insane_ben.cpp @@ -1928,7 +1928,10 @@ void Insane::switchBenWeapon(void) {  		_actor[0].act[2].state = 34;  		break;  	case INV_WRENCH: -		smlayer_setActorCostume(0, 2, readArray(25)); +		if ((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC)) +			smlayer_setActorCostume(0, 2, readArray(24)); +		else +			smlayer_setActorCostume(0, 2, readArray(25));  		smlayer_setActorFacing(0, 2, 18, 180);  		_actor[0].weaponClass = 0;  		_actor[0].act[2].state = 34; @@ -1936,9 +1939,13 @@ void Insane::switchBenWeapon(void) {  	case INV_BOOT:  	case INV_HAND:  	case INV_DUST: -		smlayer_setActorCostume(0, 2, readArray(12)); -		_actor[0].weaponClass = 2; -		_actor[0].act[2].state = 1; +		if (!((_vm->_features & GF_DEMO) && (_vm->_features & GF_PC))) { +			smlayer_setActorCostume(0, 2, readArray(12)); +			_actor[0].weaponClass = 2; +			_actor[0].act[2].state = 1; +		} else { +			smlayer_setActorCostume(0, 2, readArray(21)); +		}  		break;  	default:  		break;  | 
