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-rw-r--r--sword1/logic.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/sword1/logic.cpp b/sword1/logic.cpp
index 84ede12c4e..fd99c8eb15 100644
--- a/sword1/logic.cpp
+++ b/sword1/logic.cpp
@@ -81,6 +81,16 @@ void Logic::newScreen(uint32 screen) {
Object *compact = (Object*)_objMan->fetchObject(PLAYER);
if (SwordEngine::_systemVars.justRestoredGame) { // if we've just restored a game - we want George to be exactly as saved
+ // work around script bug #911508
+ if ((_scriptVars[SCREEN] == 25) && (_scriptVars[SAND_FLAG] == 4)) {
+ Object *cpt = _objMan->fetchObject(SAND_25);
+ Object *george = _objMan->fetchObject(PLAYER);
+ if (george->o_place == HOLDING_REPLICA_25) // is george holding the replica in his hands?
+ fnFullSetFrame(cpt, SAND_25, IMPFLRCDT, IMPFLR, 0, 0, 0, 0); // empty impression in floor
+ else
+ fnFullSetFrame(cpt, SAND_25, IMPPLSCDT, IMPPLS, 0, 0, 0, 0); // impression filled with plaster
+ }
+
fnAddHuman(NULL, 0, 0, 0, 0, 0, 0, 0);
if (_scriptVars[GEORGE_WALKING]) { // except that if George was walking when we saveed the game
fnStandAt(compact, PLAYER, _scriptVars[CHANGE_X], _scriptVars[CHANGE_Y], _scriptVars[CHANGE_DIR], _scriptVars[CHANGE_STANCE], 0,0);