[Scummvm-git-logs] scummvm master -> e6e70b2042d222b81498fc2cc6be2aa6d7655f39

dreammaster paulfgilbert at gmail.com
Mon Sep 2 05:12:46 CEST 2019


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:
e6e70b2042 XEEN: Don't de-equip armor/acccessories when broken


Commit: e6e70b2042d222b81498fc2cc6be2aa6d7655f39
    https://github.com/scummvm/scummvm/commit/e6e70b2042d222b81498fc2cc6be2aa6d7655f39
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2019-09-01T20:12:40-07:00

Commit Message:
XEEN: Don't de-equip armor/acccessories when broken

Changed paths:
    engines/xeen/combat.cpp
    engines/xeen/item.cpp


diff --git a/engines/xeen/combat.cpp b/engines/xeen/combat.cpp
index 1452719..2dca3b0 100644
--- a/engines/xeen/combat.cpp
+++ b/engines/xeen/combat.cpp
@@ -385,7 +385,8 @@ void Combat::doCharDamage(Character &c, int charNum, int monsterDataIndex) {
 				XeenItem &weapon = c._weapons[idx];
 				if (weapon._id < XEEN_SLAYER_SWORD && weapon._id != 0 && weapon._frame != 0) {
 					weapon._state._broken = true;
-					weapon._frame = 0;
+					// WORKAROUND: For consistency, we don't de-equip broken items
+					//weapon._frame = 0;
 				}
 			}
 			sound.playFX(37);
diff --git a/engines/xeen/item.cpp b/engines/xeen/item.cpp
index a384d61..bd08dcd 100644
--- a/engines/xeen/item.cpp
+++ b/engines/xeen/item.cpp
@@ -740,14 +740,16 @@ void InventoryItemsGroup::breakAllItems() {
 	for (int idx = 0; idx < INV_ITEMS_TOTAL; ++idx) {
 		if (_owner->_weapons[idx]._id < XEEN_SLAYER_SWORD) {
 			_owner->_weapons[idx]._state._broken = true;
-			_owner->_weapons[idx]._frame = 0;
+			// WORKAROUND: For consistency, we don't de-equip broken items
+			//_owner->_weapons[idx]._frame = 0;
 		}
 
 		_owner->_armor[idx]._state._broken = true;
 		_owner->_accessories[idx]._state._broken = true;
 		_owner->_misc[idx]._state._broken = true;
-		_owner->_armor[idx]._frame = 0;
-		_owner->_accessories[idx]._frame = 0;
+		// WORKAROUND: For consistency, we don't de-equip broken items
+		//_owner->_armor[idx]._frame = 0;
+		//_owner->_accessories[idx]._frame = 0;
 	}
 }
 





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