[Scummvm-cvs-logs] SF.net SVN: scummvm: [27203] scummvm/trunk/engines/saga/script.cpp

thebluegr at users.sourceforge.net thebluegr at users.sourceforge.net
Fri Jun 8 16:45:26 CEST 2007


Revision: 27203
          http://scummvm.svn.sourceforge.net/scummvm/?rev=27203&view=rev
Author:   thebluegr
Date:     2007-06-08 07:45:25 -0700 (Fri, 08 Jun 2007)

Log Message:
-----------
IHNM never sets scriptModuleNumber to 0 in Script::doVerb(). Now, all items will have the correct script assigned to them (e.g. the fruit at the fruit tree screen in Benny's chapter, the icon in the chapel in Ted's chapter etc)

Modified Paths:
--------------
    scummvm/trunk/engines/saga/script.cpp

Modified: scummvm/trunk/engines/saga/script.cpp
===================================================================
--- scummvm/trunk/engines/saga/script.cpp	2007-06-08 11:00:59 UTC (rev 27202)
+++ scummvm/trunk/engines/saga/script.cpp	2007-06-08 14:45:25 UTC (rev 27203)
@@ -456,6 +456,9 @@
 		} else {
 			scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
 		}
+		// IHNM never sets scriptModuleNumber to 0
+		if (_vm->getGameType() == GType_IHNM)
+			scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
 	} else {
 		if (_pendingVerb == getVerbType(kVerbUse)) {
 			if ((objectTypeId(_pendingObject[1]) > kGameObjectNone) && (objectType < objectTypeId(_pendingObject[1]))) {
@@ -485,6 +488,9 @@
 				} else {
 					scriptModuleNumber = 0;
 				}
+				// IHNM never sets scriptModuleNumber to 0
+				if (_vm->getGameType() == GType_IHNM)
+					scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
 			}
 		}
 	}


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