From 58ec0f0aadd5228732a3c5915b9a94ec00e9cc53 Mon Sep 17 00:00:00 2001 From: Andrew Kurushin Date: Fri, 21 Jan 2005 21:55:54 +0000 Subject: problems solved: - Allow more than one script work at once - Proper implementation of address methods some opcodes may be broken - cause work in progress todo: rewrite opcodes with new address functionality svn-id: r16604 --- saga/actor.cpp | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) (limited to 'saga/actor.cpp') diff --git a/saga/actor.cpp b/saga/actor.cpp index 5130c6c104..2f4e0f33d9 100644 --- a/saga/actor.cpp +++ b/saga/actor.cpp @@ -308,7 +308,7 @@ bool Actor::loadActorResources(ActorData *actor) { framesPointer = (ActorFrameSequence *)malloc(sizeof(ActorFrameSequence) * framesCount); if (framesPointer == NULL) { - error("Couldn't allocate memory for sprite frames"); + memoryError("Actor::loadActorResources"); } MemoryReadStreamEndian readS(resourcePointer, resourceLength, IS_BIG_ENDIAN); @@ -394,11 +394,12 @@ void Actor::stepZoneAction(ActorData *actor, const HitZone *hitZone, bool exit, event.code = SCRIPT_EVENT; event.op = EVENT_EXEC_NONBLOCKING; event.time = 0; - event.param = hitZone->getScriptNumber(); - event.param2 = kVerbEnter; // Action - event.param3 = ID_NOTHING; // Object - event.param4 = ID_NOTHING; // With Object - event.param5 = ID_PROTAG; // Actor + event.param = _vm->_scene->getScriptModuleNumber(); // module number + event.param2 = hitZone->getScriptNumber(); // script entry point number + event.param3 = kVerbEnter; // Action + event.param4 = ID_NOTHING; // Object + event.param5 = ID_NOTHING; // With Object + event.param6 = ID_PROTAG; // Actor _vm->_events->queue(&event); } -- cgit v1.2.3