From 1255681d0d4b52cd5a5d3b62666f6f3e2ab4e1de Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Fri, 8 Jun 2007 14:45:25 +0000 Subject: IHNM never sets scriptModuleNumber to 0 in Script::doVerb(). Now, all items will have the correct script assigned to them (e.g. the fruit at the fruit tree screen in Benny's chapter, the icon in the chapel in Ted's chapter etc) svn-id: r27203 --- engines/saga/script.cpp | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'engines/saga/script.cpp') diff --git a/engines/saga/script.cpp b/engines/saga/script.cpp index b62e9aacf5..41cfa61976 100644 --- a/engines/saga/script.cpp +++ b/engines/saga/script.cpp @@ -456,6 +456,9 @@ void Script::doVerb() { } else { scriptModuleNumber = _vm->_scene->getScriptModuleNumber(); } + // IHNM never sets scriptModuleNumber to 0 + if (_vm->getGameType() == GType_IHNM) + scriptModuleNumber = _vm->_scene->getScriptModuleNumber(); } else { if (_pendingVerb == getVerbType(kVerbUse)) { if ((objectTypeId(_pendingObject[1]) > kGameObjectNone) && (objectType < objectTypeId(_pendingObject[1]))) { @@ -485,6 +488,9 @@ void Script::doVerb() { } else { scriptModuleNumber = 0; } + // IHNM never sets scriptModuleNumber to 0 + if (_vm->getGameType() == GType_IHNM) + scriptModuleNumber = _vm->_scene->getScriptModuleNumber(); } } } -- cgit v1.2.3