[Scummvm-cvs-logs] SF.net SVN: scummvm:[55626] scummvm/trunk/engines/toon/script_func.cpp
sylvaintv at users.sourceforge.net
sylvaintv at users.sourceforge.net
Sat Jan 29 23:15:59 CET 2011
Revision: 55626
http://scummvm.svn.sourceforge.net/scummvm/?rev=55626&view=rev
Author: sylvaintv
Date: 2011-01-29 22:15:57 +0000 (Sat, 29 Jan 2011)
Log Message:
-----------
TOON: Add workarounds in transformed barn scene
Drew does not disappear anymore in the barn when filling his can.
Slowed down the talk animations a bit
Modified Paths:
--------------
scummvm/trunk/engines/toon/script_func.cpp
Modified: scummvm/trunk/engines/toon/script_func.cpp
===================================================================
--- scummvm/trunk/engines/toon/script_func.cpp 2011-01-29 20:59:46 UTC (rev 55625)
+++ scummvm/trunk/engines/toon/script_func.cpp 2011-01-29 22:15:57 UTC (rev 55626)
@@ -256,7 +256,16 @@
int32 arg1 = stackPos(0);
int32 arg2 = stackPos(1);
+ int32 arg3 = stackPos(2);
+ // WORKAROUND: In scene 19 (transformed barn), Drew disappears when it shouldn't. It seems like a script bug
+ // even if the game works correctly at this point
+ // We need a special case for it then.
+ if (_vm->state()->_currentScene == 19 && arg3 == 1 && arg1 < 0) {
+ arg1 = 1;
+ }
+
+
if (arg2 > -1)
_vm->getDrew()->forceFacing(arg2);
@@ -266,7 +275,6 @@
_vm->getDrew()->setVisible(true);
_vm->getDrew()->playStandingAnim();
}
-
return 0;
}
@@ -900,7 +908,6 @@
if (sceneId >= 0 && sceneId < 40) {
int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer;
- //debugC(0,0xff, "sw : assigining %d to lasttimer of %d (current tick %d old milli %d) ",nextTicks, sceneId , _vm->getSystem()->getMillis(), _vm->getOldMilli());
if (nextTicks < _vm->getOldMilli())
_vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks;
else
@@ -1014,6 +1021,10 @@
}
}
+ if (_vm->state()->_currentScene == 19 && _vm->getCurrentUpdatingSceneAnimation() == 0 ) {
+ _vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 6);
+ }
+
if (_vm->state()->_currentScene == 29) {
if (animId == 16 || animId == 26 || animId == 36)
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2);
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