[Scummvm-cvs-logs] SF.net SVN: scummvm: [26884] scummvm/trunk/engines/agos/saveload.cpp

kirben at users.sourceforge.net kirben at users.sourceforge.net
Sun May 20 10:30:44 CEST 2007


Revision: 26884
          http://scummvm.svn.sourceforge.net/scummvm/?rev=26884&view=rev
Author:   kirben
Date:     2007-05-20 01:30:43 -0700 (Sun, 20 May 2007)

Log Message:
-----------
Update quick load code for Elvira 1/2 and Waxworks, based on original scripts.

Modified Paths:
--------------
    scummvm/trunk/engines/agos/saveload.cpp

Modified: scummvm/trunk/engines/agos/saveload.cpp
===================================================================
--- scummvm/trunk/engines/agos/saveload.cpp	2007-05-20 07:25:53 UTC (rev 26883)
+++ scummvm/trunk/engines/agos/saveload.cpp	2007-05-20 08:30:43 UTC (rev 26884)
@@ -146,15 +146,36 @@
 		success = loadGame(genSaveName(_saveLoadSlot));
 		if (!success) {
 			sprintf(buf, "Failed to load game state to file:\n\n%s", filename);
-		} else {
-			// Redraw Inventory
-			mouseOff();
+		} else if (getGameType() == GType_SIMON1 || getGameType() == GType_SIMON2) {
 			drawIconArray(2, me(), 0, 0);
-			mouseOn();
-			// Reset engine?
 			setBitFlag(97, true);
 			sub = getSubroutineByID(100);
 			startSubroutine(sub);
+		} else if (getGameType() == GType_WW) {
+			sub = getSubroutineByID(66);
+			startSubroutine(sub);
+		} else if (getGameType() == GType_ELVIRA2) {
+			sub = getSubroutineByID(87);
+			startSubroutine(sub);
+			setBitFlag(7, false);
+			sub = getSubroutineByID(19);
+			startSubroutine(sub);
+			//oe2_printStats();
+			sub = getSubroutineByID(28);
+			startSubroutine(sub);
+			setBitFlag(17, false);
+			sub = getSubroutineByID(207);
+			startSubroutine(sub);
+			sub = getSubroutineByID(71);
+			startSubroutine(sub);
+		} else if (getGameType() == GType_ELVIRA1) {
+			drawIconArray(2, me(), 0, 0);
+			sub = getSubroutineByID(265);
+			startSubroutine(sub);
+			sub = getSubroutineByID(129);
+			startSubroutine(sub);
+			sub = getSubroutineByID(131);
+			startSubroutine(sub);
 		}
 	} else {
 		success = saveGame(_saveLoadSlot, _saveLoadName);


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