[Scummvm-cvs-logs] scummvm master -> 2e8e85310d245f273bb7c89c01d8eb5f0491c639

bluegr bluegr at gmail.com
Mon May 11 23:34:13 CEST 2015


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
2e41909020 QUEEN: Immediately stop actor movement when the game is exiting
2e8e85310d SAGA: Only handle the puzzle scene for ITE


Commit: 2e41909020ef2ccaf705f68737864fe50e31ef48
    https://github.com/scummvm/scummvm/commit/2e41909020ef2ccaf705f68737864fe50e31ef48
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2015-05-12T00:29:20+03:00

Commit Message:
QUEEN: Immediately stop actor movement when the game is exiting

This allows the engine to quit immediately while actors are moving,
e.g. while Joe is walking towards Lola's bedroom

Changed paths:
    engines/queen/walk.cpp



diff --git a/engines/queen/walk.cpp b/engines/queen/walk.cpp
index dd7e46c..17d12b0 100644
--- a/engines/queen/walk.cpp
+++ b/engines/queen/walk.cpp
@@ -130,7 +130,7 @@ void Walk::animateJoe() {
 			_vm->logic()->joeScale(pbs->scale);
 			pbs->scaleWalkSpeed(6);
 			_vm->update(true);
-			if (_vm->input()->cutawayQuit() || _vm->logic()->joeWalk() == JWM_EXECUTE) {
+			if (_vm->input()->cutawayQuit() || _vm->logic()->joeWalk() == JWM_EXECUTE || _vm->shouldQuit()) {
 				stopJoe();
 				break;
 			}
@@ -249,7 +249,7 @@ void Walk::animatePerson(const MovePersonData *mpd, uint16 image, uint16 bobNum,
 			_vm->update();
 			pbs->scale = pwd->area->calcScale(pbs->y);
 			pbs->scaleWalkSpeed(mpd->moveSpeed);
-			if (_vm->input()->cutawayQuit()) {
+			if (_vm->input()->cutawayQuit() || _vm->shouldQuit()) {
 				stopPerson(bobNum);
 				break;
 			}


Commit: 2e8e85310d245f273bb7c89c01d8eb5f0491c639
    https://github.com/scummvm/scummvm/commit/2e8e85310d245f273bb7c89c01d8eb5f0491c639
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2015-05-12T00:32:57+03:00

Commit Message:
SAGA: Only handle the puzzle scene for ITE

Changed paths:
    engines/saga/scene.cpp



diff --git a/engines/saga/scene.cpp b/engines/saga/scene.cpp
index f19645d..9160131 100644
--- a/engines/saga/scene.cpp
+++ b/engines/saga/scene.cpp
@@ -837,10 +837,10 @@ void Scene::loadScene(LoadSceneParams &loadSceneParams) {
 
 	// We probably don't want "followers" to go into scene -1 , 0. At the very
 	// least we don't want garbage to be drawn that early in the ITE intro.
-	if (_sceneNumber > 0 && _sceneNumber != ITE_SCENE_PUZZLE)
+	if (_sceneNumber > 0 && !(_vm->getGameId() == GID_ITE && _sceneNumber == ITE_SCENE_PUZZLE))
 		_vm->_actor->updateActorsScene(loadSceneParams.actorsEntrance);
 
-	if (_sceneNumber == ITE_SCENE_PUZZLE)
+	if (_vm->getGameId() == GID_ITE && _sceneNumber == ITE_SCENE_PUZZLE)
 		_vm->_puzzle->execute();
 
 	if (getFlags() & kSceneFlagShowCursor) {






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