[Scummvm-cvs-logs] SF.net SVN: scummvm:[53029] scummvm/trunk
dreammaster at users.sourceforge.net
dreammaster at users.sourceforge.net
Tue Oct 5 12:50:22 CEST 2010
Revision: 53029
http://scummvm.svn.sourceforge.net/scummvm/?rev=53029&view=rev
Author: dreammaster
Date: 2010-10-05 10:50:22 +0000 (Tue, 05 Oct 2010)
Log Message:
-----------
LURE: Bugfix for #3008511 - Goewin stuck at counter
Modified Paths:
--------------
scummvm/trunk/NEWS
scummvm/trunk/engines/lure/res.cpp
Modified: scummvm/trunk/NEWS
===================================================================
--- scummvm/trunk/NEWS 2010-10-05 10:30:26 UTC (rev 53028)
+++ scummvm/trunk/NEWS 2010-10-05 10:50:22 UTC (rev 53029)
@@ -97,6 +97,7 @@
LURE:
- Fixed bug where Goewin could get stuck in the Weregate
- Fixed issue with Ratpouch repeatedly moving between two rooms
+ - Fix for Goewin losing her schedule after Were-cave
Parallaction:
- Made part one of The Big Red Adventure completable.
Modified: scummvm/trunk/engines/lure/res.cpp
===================================================================
--- scummvm/trunk/engines/lure/res.cpp 2010-10-05 10:30:26 UTC (rev 53028)
+++ scummvm/trunk/engines/lure/res.cpp 2010-10-05 10:50:22 UTC (rev 53029)
@@ -625,12 +625,16 @@
CharacterScheduleEntry *entry = resources.charSchedules().getEntry(res->npcScheduleId);
res->npcSchedule.addFront(DISPATCH_ACTION, entry, res->roomNumber);
}
- if ((hotspotId == GOEWIN_ID) && (hotspot->roomNumber() == 39))
+ if ((hotspotId == GOEWIN_ID) && (hotspot->roomNumber() == 39)) {
// WORKAROUND: When you re-join Goewin in the caves, clear her schedule. This may prevent a
// situation where you could close the left door, and she'd be permanently stuck trying to go
// the next room on the left, since her old schedule still had her following your old path
hotspot->currentActions().clear();
+ // Since she's no longer a follower, clear her start room field
+ hotspot->setStartRoomNumber(0);
+ }
+
// TODO: Figure out why there's a room set in the animation decode for a range of characters,
// particularly since it doesn't seem to match what happens in-game
/*
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