[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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