diff options
Diffstat (limited to 'engines/sci/engine/state.cpp')
-rw-r--r-- | engines/sci/engine/state.cpp | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/engines/sci/engine/state.cpp b/engines/sci/engine/state.cpp index a069344d61..732f075257 100644 --- a/engines/sci/engine/state.cpp +++ b/engines/sci/engine/state.cpp @@ -110,6 +110,10 @@ void EngineState::reset(bool isRestoring) { _lastSaveVirtualId = SAVEGAMEID_OFFICIALRANGE_START; _lastSaveNewId = 0; + _chosenQfGImportItem = 0; + + _cursorWorkaroundActive = false; + scriptStepCounter = 0; scriptGCInterval = GC_INTERVAL; } @@ -251,7 +255,7 @@ kLanguage SciEngine::getSciLanguage() { lang = K_LANG_ENGLISH; if (SELECTOR(printLang) != -1) { - lang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObj, SELECTOR(printLang)); + lang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang)); if ((getSciVersion() >= SCI_VERSION_1_1) || (lang == K_LANG_NONE)) { // If language is set to none, we use the language from the game detector. @@ -292,7 +296,7 @@ kLanguage SciEngine::getSciLanguage() { void SciEngine::setSciLanguage(kLanguage lang) { if (SELECTOR(printLang) != -1) - writeSelectorValue(_gamestate->_segMan, _gameObj, SELECTOR(printLang), lang); + writeSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(printLang), lang); } void SciEngine::setSciLanguage() { @@ -304,7 +308,7 @@ Common::String SciEngine::strSplit(const char *str, const char *sep) { kLanguage subLang = K_LANG_NONE; if (SELECTOR(subtitleLang) != -1) { - subLang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObj, SELECTOR(subtitleLang)); + subLang = (kLanguage)readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(subtitleLang)); } kLanguage secondLang; @@ -327,7 +331,7 @@ Common::String SciEngine::strSplit(const char *str, const char *sep) { void SciEngine::checkVocabularySwitch() { uint16 parserLanguage = 1; if (SELECTOR(parseLang) != -1) - parserLanguage = readSelectorValue(_gamestate->_segMan, _gameObj, SELECTOR(parseLang)); + parserLanguage = readSelectorValue(_gamestate->_segMan, _gameObjectAddress, SELECTOR(parseLang)); if (parserLanguage != _vocabularyLanguage) { delete _vocabulary; |