diff options
-rw-r--r-- | NEWS | 1 | ||||
-rw-r--r-- | scumm/insane/insane.cpp | 8 | ||||
-rw-r--r-- | scumm/insane/insane_ben.cpp | 2 |
3 files changed, 6 insertions, 5 deletions
@@ -20,6 +20,7 @@ For a more comprehensive changelog for the latest experimental CVS code, see: - Fixed crash on 64 bit architectures (like AMD64) - Old zak256 target removed, use zakTowns instead - Numerous Humongous Entertainment games fixes + - Fixed bug in Full Throttle, so battle difficulty matches original Queen: - Various fixes [TODO: Somebody of the Queen team please fill this in] diff --git a/scumm/insane/insane.cpp b/scumm/insane/insane.cpp index b6e4f3f2d1..49603e9342 100644 --- a/scumm/insane/insane.cpp +++ b/scumm/insane/insane.cpp @@ -1070,12 +1070,12 @@ void Insane::escapeKeyHandler(void) { bool Insane::actor0StateFlags1(int state) { const int spans[] = {0, 2, 34, 35, 39, 69, 98, 100, 117}; - bool retvalue = 0; + bool retvalue = 1; unsigned int i; for (i = 0; i < sizeof(spans); i++) { retvalue = !retvalue; - if (spans[i] <= state) + if (spans[i] >= state) break; } return retvalue; @@ -1090,12 +1090,12 @@ bool Insane::actor0StateFlags2(int state) { 593, 601, 604, 629, 634, 680, 682, 685, 688, 689, 693, 695, 712, 716, 718, 748, 753, 787, 788, 804, 807, 808, 812, 814, 831, 863, 866, 867, 872, 920, 922, 923, 926, 927, 931, 933, 950}; - bool retvalue = 0; + bool retvalue = 1; unsigned int i; for (i = 0; i < sizeof(spans); i++) { retvalue = !retvalue; - if (spans[i] <= state) + if (spans[i] >= state) break; } return retvalue; diff --git a/scumm/insane/insane_ben.cpp b/scumm/insane/insane_ben.cpp index dd7bbdb3f8..5ee4ec9781 100644 --- a/scumm/insane/insane_ben.cpp +++ b/scumm/insane/insane_ben.cpp @@ -1795,7 +1795,7 @@ void Insane::actor03Reaction(int32 buttons) { void Insane::chooseBenWeaponAnim(int buttons) { // kick if ((buttons & 1) && (_currEnemy != EN_TORQUE)) { - if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 238)) { + if (!_kickBenProgress && actor0StateFlags2(_actor[0].act[2].state + _actor[0].weapon * 119)) { switch (_actor[0].weapon) { case INV_CHAIN: _actor[0].act[2].state = 10; |