[Scummvm-cvs-logs] SF.net SVN: scummvm: [22785] scummvm/trunk/engines/queen/command.cpp
cyx at users.sourceforge.net
cyx at users.sourceforge.net
Tue May 30 13:47:04 CEST 2006
Revision: 22785
Author: cyx
Date: 2006-05-30 13:46:11 -0700 (Tue, 30 May 2006)
ViewCVS: http://svn.sourceforge.net/scummvm/?rev=22785&view=rev
Log Message:
-----------
Workaround bug #1497280.
Modified Paths:
--------------
scummvm/trunk/engines/queen/command.cpp
Modified: scummvm/trunk/engines/queen/command.cpp
===================================================================
--- scummvm/trunk/engines/queen/command.cpp 2006-05-30 20:32:22 UTC (rev 22784)
+++ scummvm/trunk/engines/queen/command.cpp 2006-05-30 20:46:11 UTC (rev 22785)
@@ -203,6 +203,29 @@
for (i = 1; i <= comMax; ++i) {
comId = matchingCmds[i - 1];
+
+ // WORKAROUND bug #1497280: This command is triggered in room 56 (the
+ // room with two waterfalls in the maze part of the game) if the user
+ // tries to walk through the left waterfall (object 423).
+ //
+ // Normally, this would move Joe to room 101 on the upper level and
+ // start a cutscene. Joe would notice that Yan has been trapped (on
+ // the lower level of the same room). The problem would then appear :
+ // Joe is stuck behind the waterfall due to a walkbox issue. We could
+ // fix the walkbox issue, but then Joe would walk through the waterfall
+ // which wouldn't look that nice, graphically.
+ //
+ // Since this command isn't necessary to complete the game and doesn't
+ // really makes sense here, we just skip it for now. The same cutscene
+ // is already played in command 648, so the user don't miss anything
+ // from the story/experience pov.
+ //
+ // Note: this happens with the original engine, too.
+
+ if (comId == 649) {
+ continue;
+ }
+
com = &_cmdList[comId];
// check the Gamestates and set them if necessary
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