[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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