diff options
Diffstat (limited to 'engines/mads')
-rw-r--r-- | engines/mads/nebular/nebular_scenes1.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp index 54db1d3919..ab1b2d1423 100644 --- a/engines/mads/nebular/nebular_scenes1.cpp +++ b/engines/mads/nebular/nebular_scenes1.cpp @@ -654,7 +654,7 @@ void Scene102::enter() { _globals._sequenceIndexes[4] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[4], false, 4, 0, 1, 0); _globals._sequenceIndexes[5] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[5], false, 3, 0, 0, 5); - if (!_game._objects.isInRoom(OBJ_BINOCULARS)) + if (_game._objects.isInRoom(OBJ_BINOCULARS)) _globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 24, 0, 0, 24); else _scene->_hotspots.activate(0x27, false); @@ -798,7 +798,7 @@ void Scene102::actions() { return; } - if (_action.isAction(0x122) && !_fridgeOpenedFl) { + if (_action._activeAction._objectNameId == 0x122 && !_fridgeOpenedFl) { switch (_game._trigger) { case 0: _globals._sequenceIndexes[7] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[7], false, 6, 1, 0, 0); @@ -970,7 +970,7 @@ void Scene102::actions() { return; } - if ((_action.isAction(0xC7) || _action.isAction(0xA3)) && (_action.isAction(VERB_LOOK) || _action.isAction(0x50) || _action.isAction(0x4F))) { + if ((_action._activeAction._objectNameId == 0xC7 || _action._activeAction._objectNameId == 0xA3) && (_action.isAction(VERB_LOOK) || _action.isAction(0x50) || _action.isAction(0x4F))) { if (_game._objects.isInInventory(OBJ_REBREATHER)) { if (!_action.isAction(0x50) && !_action.isAction(0x4F)) { _vm->_dialogs->show(0x27F7); @@ -984,7 +984,7 @@ void Scene102::actions() { } } - if ( (_action.isAction(0xC7) || _action.isAction(0xA3)) && (_action.isAction(0x50) || _action.isAction(0x4F)) ) { + if ((_action._activeAction._objectNameId == 0xC7 || _action._activeAction._objectNameId == 0xA3) && (_action.isAction(0x50) || _action.isAction(0x4F)) ) { switch (_game._trigger) { case 0: _scene->loadAnimation(formAnimName('A', -1), 1); |