[Scummvm-cvs-logs] scummvm master -> be4c87a48d5fedd8d48bc8d38683fa442b60505e
dreammaster
dreammaster at scummvm.org
Thu Aug 27 01:42:07 CEST 2015
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
be4c87a48d SHERLOCK: RT: Workaround for Park Lake bug with Watson's dialogs
Commit: be4c87a48d5fedd8d48bc8d38683fa442b60505e
https://github.com/scummvm/scummvm/commit/be4c87a48d5fedd8d48bc8d38683fa442b60505e
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2015-08-26T19:40:54-04:00
Commit Message:
SHERLOCK: RT: Workaround for Park Lake bug with Watson's dialogs
Changed paths:
engines/sherlock/tattoo/widget_text.cpp
diff --git a/engines/sherlock/tattoo/widget_text.cpp b/engines/sherlock/tattoo/widget_text.cpp
index 33330df..86aa067 100644
--- a/engines/sherlock/tattoo/widget_text.cpp
+++ b/engines/sherlock/tattoo/widget_text.cpp
@@ -100,6 +100,11 @@ void WidgetText::centerWindowOnSpeaker(int speaker) {
// Check each NPC to see if they are the one that is talking
for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
+ // WORKAROUND: Fixes an original game bug where the positioning for Watson's dialogs
+ // during conversations at the Park Lake lake scene is in the incorrect position
+ if (speaker == 1 && scene._currentScene == 30)
+ continue;
+
if (people[idx]._type == CHARACTER) {
if (!scumm_strnicmp(people[idx]._npcName.c_str(), people._characters[speaker]._portrait, 4)) {
// Place the window above the player
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