[Scummvm-git-logs] scummvm master -> b236160c9b8562cdeaef5e214e37396c37a7bf6c
aquadran
noreply at scummvm.org
Sun Jul 31 17:38:49 UTC 2022
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:
b236160c9b ICB: ELDORADO: This part only for ICB
Commit: b236160c9b8562cdeaef5e214e37396c37a7bf6c
https://github.com/scummvm/scummvm/commit/b236160c9b8562cdeaef5e214e37396c37a7bf6c
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2022-07-31T19:38:44+02:00
Commit Message:
ICB: ELDORADO: This part only for ICB
Changed paths:
engines/icb/session.cpp
diff --git a/engines/icb/session.cpp b/engines/icb/session.cpp
index 3c713b56bcd..c8ed439c524 100644
--- a/engines/icb/session.cpp
+++ b/engines/icb/session.cpp
@@ -605,24 +605,26 @@ void _game_session::Init_objects() {
Tdebug("objects_init.txt", "\n\nfound %d voxel characters", number_of_voxel_ids);
- // init the player object number
- // get id
- id = LinkedDataObject::Fetch_item_number_by_name(objects, "player"); // returns -1 if object not in existence
+ if (g_icb->getGameType() == GType_ICB) {
+ // init the player object number
+ // get id
+ id = LinkedDataObject::Fetch_item_number_by_name(objects, "player"); // returns -1 if object not in existence
- if (id != 0xffffffff) {
- L = logic_structs[id]; // fetch logic struct for player object
- I = L->voxel_info;
- M = L->mega;
+ if (id != 0xffffffff) {
+ L = logic_structs[id]; // fetch logic struct for player object
+ I = L->voxel_info;
+ M = L->mega;
- object = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, id);
+ object = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, id);
- // not if this object has been shut-down - for not having a map marker for example
- if (L->ob_status != OB_STATUS_HELD)
- player.Set_player_id(id);
+ // not if this object has been shut-down - for not having a map marker for example
+ if (L->ob_status != OB_STATUS_HELD)
+ player.Set_player_id(id);
- // Preload the player animation to make PSX jerking better
- for (uint32 i = 0; i < NUMBER_player_startup_anims; i++)
- rs_anims->Res_open(I->get_anim_name(player_startup_anims[i]), I->anim_name_hash[player_startup_anims[i]], I->base_path, I->base_path_hash);
+ // Preload the player animation to make PSX jerking better
+ for (uint32 i = 0; i < NUMBER_player_startup_anims; i++)
+ rs_anims->Res_open(I->get_anim_name(player_startup_anims[i]), I->anim_name_hash[player_startup_anims[i]], I->base_path, I->base_path_hash);
+ }
}
// done
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