diff options
Diffstat (limited to 'engines/mads/nebular/nebular_scenes5.cpp')
-rw-r--r-- | engines/mads/nebular/nebular_scenes5.cpp | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/engines/mads/nebular/nebular_scenes5.cpp b/engines/mads/nebular/nebular_scenes5.cpp index 44363ec2ae..ef7ef89240 100644 --- a/engines/mads/nebular/nebular_scenes5.cpp +++ b/engines/mads/nebular/nebular_scenes5.cpp @@ -279,7 +279,7 @@ void Scene501::preActions() { } void Scene501::actions() { - if (_action.isAction(0x36A, 0x324)) { + if (_action.isAction(VERB_GET_INTO, 0x324)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; @@ -544,7 +544,7 @@ void Scene503::enter() { } void Scene503::actions() { - if (_action.isAction(0x32F, 0xF9)) + if (_action.isAction(VERB_WALK, 0xF9)) _scene->_nextSceneId = 501; else if (_action.isAction(VERB_TAKE, 0x6A)) { if ( _game._trigger || !_game._objects.isInInventory(OBJ_DETONATORS)) { @@ -626,7 +626,7 @@ void Scene503::actions() { _vm->_dialogs->show(50327); else if (_action.isAction(VERB_OPEN, 0x36D)) _vm->_dialogs->show(50329); - else if (_action.isAction(0xC, 0x36D) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) + else if (_action.isAction(VERB_THROW, 0x36D) && _game._objects.isInInventory(_game._objects.getIdFromDesc(_action._activeAction._objectNameId))) _vm->_dialogs->show(50330); else return; @@ -1186,7 +1186,7 @@ void Scene506::room_506_door_sequences() { _game._triggerSetupMode = SEQUENCE_TRIGGER_DAEMON; if (_firstDoorFl) { - if (_action.isAction(0x242, 0x336) || ((_scene->_priorSceneId == 507) && !_actionFl)) { + if (_action.isAction(VERB_WALK_INTO, 0x336) || ((_scene->_priorSceneId == 507) && !_actionFl)) { _doorDepth = 13; _doorSpriteIdx = _globals._spriteIndexes[2]; _doorSequenceIdx = _globals._sequenceIndexes[2]; @@ -1266,21 +1266,21 @@ void Scene506::room_506_door_sequences() { } void Scene506::actions() { - if (_action.isAction(0x242, 0x37D)) { + if (_action.isAction(VERB_WALK_INTO, 0x37D)) { if (_firstDoorFl) { _heroFacing = FACING_NORTHWEST; _doorPos = Common::Point(16, 111); } _actionFl = true; room_506_door_sequences(); - } else if (_action.isAction(0x242, 0x336)) { + } else if (_action.isAction(VERB_WALK_INTO, 0x336)) { if (_firstDoorFl) { _heroFacing = FACING_NORTHWEST; _doorPos = Common::Point(80, 102); } _actionFl = true; room_506_door_sequences(); - } else if (_action.isAction(0x36A, 0x324)) { + } else if (_action.isAction(VERB_GET_INTO, 0x324)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; @@ -1528,7 +1528,7 @@ void Scene508::enter() { } void Scene508::preActions() { - if (_action.isAction(0x32F, 0xF9)) + if (_action.isAction(VERB_WALK, 0xF9)) _game._player._walkOffScreenSceneId = 506; } @@ -1882,9 +1882,9 @@ void Scene511::preActions() { } void Scene511::actions() { - if (_action.isAction(0x242, 0x372)) + if (_action.isAction(VERB_WALK_INTO, 0x372)) _scene->_nextSceneId = 512; - else if (_action.isAction(0x36A, 0x324)) { + else if (_action.isAction(VERB_GET_INTO, 0x324)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; @@ -2004,7 +2004,7 @@ void Scene511::actions() { _vm->_dialogs->show(51117); else if (_action.isAction(VERB_LOOK, 0x37C)) _vm->_dialogs->show(51118); - else if (_action.isAction(0x17B, 0xFF, 0x37C) || _action.isAction(0x17B, 0x6F, 0x37C)) + else if (_action.isAction(VERB_UNLOCK, 0xFF, 0x37C) || _action.isAction(VERB_UNLOCK, 0x6F, 0x37C)) _vm->_dialogs->show(51119); else if ( (_action.isAction(VERB_PUT) || _action.isAction(VERB_THROW)) && (_action.isAction(0x171) || _action.isAction(0x2A) || _action.isAction(0x2B)) @@ -2102,7 +2102,7 @@ void Scene512::enter() { } void Scene512::actions() { - if (_action.isAction(0x32F, 0xF9)) + if (_action.isAction(VERB_WALK, 0xF9)) _scene->_nextSceneId = 511; else if (_action.isAction(VERB_TAKE, 0x88)) { if (_game._trigger || !_game._objects.isInInventory(OBJ_FISHING_ROD)) { @@ -2436,7 +2436,7 @@ void Scene513::step() { } void Scene513::actions() { - if (_action.isAction(0x36A, 0x324)) { + if (_action.isAction(VERB_GET_INTO, 0x324)) { switch (_game._trigger) { case 0: _game._player._stepEnabled = false; |