[Scummvm-cvs-logs] SF.net SVN: scummvm: [26782] scummvm/trunk/engines/agi/op_cmd.cpp
thebluegr at users.sourceforge.net
thebluegr at users.sourceforge.net
Mon May 7 21:43:00 CEST 2007
Revision: 26782
http://scummvm.svn.sourceforge.net/scummvm/?rev=26782&view=rev
Author: thebluegr
Date: 2007-05-07 12:42:59 -0700 (Mon, 07 May 2007)
Log Message:
-----------
Fixed bug #1658514: AGI: SQ1 (2.2 DOS ENG) bizzare exploding roger
Modified Paths:
--------------
scummvm/trunk/engines/agi/op_cmd.cpp
Modified: scummvm/trunk/engines/agi/op_cmd.cpp
===================================================================
--- scummvm/trunk/engines/agi/op_cmd.cpp 2007-05-07 13:40:29 UTC (rev 26781)
+++ scummvm/trunk/engines/agi/op_cmd.cpp 2007-05-07 19:42:59 UTC (rev 26782)
@@ -589,6 +589,21 @@
g_sprites->blitBoth();
game.pictureShown = 0;
debugC(6, kDebugLevelScripts, "--- end of draw pic %d ---", _v[p0]);
+
+ // WORKAROUND for a script bug which exists in SQ1, logic scripts
+ // 20 and 110. Flag 103 is not reset correctly, which leads to erroneous
+ // behavior from view 46 (the spider droid). View 46 is supposed to
+ // follow ego and explode when it comes in contact with him. However, as
+ // flag 103 is not reset correctly, when the player goes down the path
+ // and back up, the spider is always at the base of the path (since it
+ // can't go up) and kills the player when he goes down at ground level
+ // (although the spider droid sprite itself seems to be correctly positioned).
+ // With this workaround, when the player goes back to picture 20 (1 screen
+ // above the ground), flag 103 is reset, thereby fixing this issue. Note
+ // that this is a script bug and occurs in the original interpreter as well.
+ // Fixes bug #1658514: AGI: SQ1 (2.2 DOS ENG) bizzare exploding roger
+ if (g_agi->getGameID() == GID_SQ1 && _v[p0] == 20)
+ g_agi->setflag(103, false);
}
cmd(show_pic) {
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