[Scummvm-cvs-logs] scummvm master -> a9214ac7a22b6286bd30b58a661e0c6c7f456c3e

bluegr md5 at scummvm.org
Wed Sep 28 14:44:40 CEST 2011


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
a9214ac7a2 PARALLACTION: Updated the fix for script bug #2969913 to a workaround


Commit: a9214ac7a22b6286bd30b58a661e0c6c7f456c3e
    https://github.com/scummvm/scummvm/commit/a9214ac7a22b6286bd30b58a661e0c6c7f456c3e
Author: Filippos Karapetis (md5 at scummvm.org)
Date: 2011-09-28T05:34:58-07:00

Commit Message:
PARALLACTION: Updated the fix for script bug #2969913 to a workaround

Changed paths:
    engines/parallaction/parser_ns.cpp



diff --git a/engines/parallaction/parser_ns.cpp b/engines/parallaction/parser_ns.cpp
index 0ee59a0..a73f155 100644
--- a/engines/parallaction/parser_ns.cpp
+++ b/engines/parallaction/parser_ns.cpp
@@ -1335,9 +1335,9 @@ void LocationParser_ns::parseGetData(ZonePtr z) {
 		obj->y = z->getY();
 		obj->_prog = _zoneProg;
 
-		// HACK for bug #2969913
+		// WORKAROUND for script bug #2969913
 		// The katana object has the same default z index (kGfxObjGetZ or -100)
-		// as the cripta object (the safe).
+		// as the cripta object (the safe) - a script bug.
 		// Game scripts do not set an explicit z for the katana (as it isn't an
 		// animation), but rather rely on the draw order to draw it over the
 		// safe. In this particular case, the safe is added to the scene after






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