From eb4e7b4c77827c100c7ec271f150efbbfc9773cb Mon Sep 17 00:00:00 2001 From: Paul Gilbert Date: Tue, 27 Apr 2010 11:00:43 +0000 Subject: Bugfix for making Goewin more smoothly follow player out of the caves svn-id: r48813 --- engines/lure/res.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'engines/lure') diff --git a/engines/lure/res.cpp b/engines/lure/res.cpp index bd978ce0b9..f8b29d4dd6 100644 --- a/engines/lure/res.cpp +++ b/engines/lure/res.cpp @@ -625,6 +625,11 @@ Hotspot *Resources::activateHotspot(uint16 hotspotId) { CharacterScheduleEntry *entry = resources.charSchedules().getEntry(res->npcScheduleId); res->npcSchedule.addFront(DISPATCH_ACTION, entry, res->roomNumber); } + if ((hotspotId == GOEWIN_ID) && (hotspot->roomNumber() == 39)) + // WORKAROUND: When you re-join Goewin in the caves, clear her schedule. This may prevent a + // situation where you could close the left door, and she'd be permanently stuck trying to go + // the next room on the left, since her old schedule still had her following your old path + hotspot->currentActions().clear(); // TODO: Figure out why there's a room set in the animation decode for a range of characters, // particularly since it doesn't seem to match what happens in-game -- cgit v1.2.3