[Scummvm-cvs-logs] SF.net SVN: scummvm: [30544] scummvm/branches/branch-0-11-0/engines/lure/ hotspots.cpp

dreammaster at users.sourceforge.net dreammaster at users.sourceforge.net
Fri Jan 18 11:37:45 CET 2008


Revision: 30544
          http://scummvm.svn.sourceforge.net/scummvm/?rev=30544&view=rev
Author:   dreammaster
Date:     2008-01-18 02:37:44 -0800 (Fri, 18 Jan 2008)

Log Message:
-----------
Bugfix to correct Goewin's behaviour when you rejoin her in the cave after visiting the Dragon

Modified Paths:
--------------
    scummvm/branches/branch-0-11-0/engines/lure/hotspots.cpp

Modified: scummvm/branches/branch-0-11-0/engines/lure/hotspots.cpp
===================================================================
--- scummvm/branches/branch-0-11-0/engines/lure/hotspots.cpp	2008-01-18 10:17:47 UTC (rev 30543)
+++ scummvm/branches/branch-0-11-0/engines/lure/hotspots.cpp	2008-01-18 10:37:44 UTC (rev 30544)
@@ -203,15 +203,23 @@
 }
 
 Hotspot::~Hotspot() {
+	Resources &res = Resources::getReference();
+
 	// WORKAROUND: If Blacksmith is being deactivated, make sure his animation is
 	// reset back to his standard movement set
 	if (_hotspotId == BLACKSMITH_ID) {
-		Resources &res = Resources::getReference();
 		HotspotAnimData *tempAnim = res.animRecords()[BLACKSMITH_DEFAULT_ANIM_INDEX];
 		assert(tempAnim);
 		_data->animRecordId = tempAnim->animRecordId;
 	}
 
+	// WORKAROUND: Goewin is initially deactivated when the player faces the dragon. When she's later
+	// reactivated, make sure she doesn't have a schedule set (so standard follower logic will apply)
+	if (_hotspotId == GOEWIN_ID) {
+		HotspotData *goewinHotspot = res.getHotspot(GOEWIN_ID);
+		goewinHotspot->npcSchedule = 0;
+	}
+
 	if (_frames) delete _frames;
 }
 


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