[Scummvm-cvs-logs] scummvm master -> 82faf6b50da5996b1783877a9c2685d8272ffc0e
dreammaster
dreammaster at scummvm.org
Tue Mar 10 01:04:31 CET 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:
82faf6b50d MADS: Fix walking to exit in guard room after dropping severed arm
Commit: 82faf6b50da5996b1783877a9c2685d8272ffc0e
https://github.com/scummvm/scummvm/commit/82faf6b50da5996b1783877a9c2685d8272ffc0e
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2015-03-09T20:02:55-04:00
Commit Message:
MADS: Fix walking to exit in guard room after dropping severed arm
Changed paths:
engines/mads/nebular/nebular_scenes3.cpp
engines/mads/player.cpp
diff --git a/engines/mads/nebular/nebular_scenes3.cpp b/engines/mads/nebular/nebular_scenes3.cpp
index 2ea4760..8f07993 100644
--- a/engines/mads/nebular/nebular_scenes3.cpp
+++ b/engines/mads/nebular/nebular_scenes3.cpp
@@ -4152,7 +4152,7 @@ void Scene352::setup() {
void Scene352::putArmDown(bool corridorExit, bool doorwayExit) {
switch (_game._trigger) {
case 0:
- _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 60, _game.getQuote(0xFF));
+ _scene->_kernelMessages.add(Common::Point(0, 0), 0x1110, 34, 0, 120, _game.getQuote(0xFF));
_scene->_sequences.addTimer(48, 1);
break;
@@ -4197,7 +4197,6 @@ void Scene352::putArmDown(bool corridorExit, bool doorwayExit) {
case 4:
_game._player.walk(Common::Point(116, 107), FACING_NORTH);
- _game._player._stepEnabled = true;
_mustPutArmDownFl = false;
_scene->_sequences.addTimer(180, 5);
_leaveRoomFl = true;
diff --git a/engines/mads/player.cpp b/engines/mads/player.cpp
index 68e0355..38e8638 100644
--- a/engines/mads/player.cpp
+++ b/engines/mads/player.cpp
@@ -664,7 +664,7 @@ void Player::startMovement() {
_deltaDistance = (majorChange == 0) ? 0 : _totalDistance / majorChange;
if (_playerPos.x > _targetPos.x)
- _pixelAccum = MAX(_posChange.x, _posChange.y);
+ _pixelAccum = MIN(_posChange.x, _posChange.y);
else
_pixelAccum = 0;
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