[Scummvm-devel] Re: [Scummvm-cvs-logs] CVS: scummvm/scumm actor.cpp,1.251,1.252 script_v6.cpp,1.354,1.355 script_v8.cpp,2.256,2.257 scumm.cpp,1.82,1.83
Travis Howell
kirben at optusnet.com.au
Sun Jul 11 03:47:02 CEST 2004
Max Horn wrote:
> Am 11.07.2004 um 01:32 schrieb Travis Howell:
>
>> Update of /cvsroot/scummvm/scummvm/scumm
>> In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv23384/scumm
>>
>> Modified Files:
>> actor.cpp script_v6.cpp script_v8.cpp scumm.cpp
>> Log Message:
>>
>> Always stop actor walkscript when required.
>
>
> Ahem, just to clarify this: You changed a check for "walkscript != 0"
> to "_version >= 7". With your modified code, if no walkscript has been
> set for that actor, then you end up calling "stopScript(0)". I am not
> sure that's really what you want to do here... in fact it could
> potentially cause quite some trouble.
OK I will revert that part, I basically changed code to match disasm.
exactly.
> Also, the code will now not "startAnimActor(standFrame);" anymore in a
> couple places where it used to do it. It's not clear from the commit
> message whether you made that change intentionally and why you believe
> it won't cause any regression in older games (it seems like a rather
> deep change to me on a cursory glance...).
I added a 'a->startAnimActor(a->standFrame);' to those places but missed one
spot in scumm/actors.cpp.
The code change was based on disasm. of COMI/DIG/FT, which I noticed stopped
the walkscript in more places that we previously did in ScummVM.
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