[Scummvm-git-logs] scummvm master -> d2058148648c4ec0f8d2d5ef4963c73e288a273d

dreammaster noreply at scummvm.org
Tue Jun 6 04:42:58 UTC 2023


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:
426c547a6a MM: MM1: Add Xeen deeath laugh to death screen
d205814864 MM: MM1: Fix combat round highlighting


Commit: 426c547a6a001d44d00e1e21e0850999ff5fd446
    https://github.com/scummvm/scummvm/commit/426c547a6a001d44d00e1e21e0850999ff5fd446
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2023-06-05T21:42:51-07:00

Commit Message:
MM: MM1: Add Xeen deeath laugh to death screen

Changed paths:
    engines/mm/mm1/views_enh/dead.cpp


diff --git a/engines/mm/mm1/views_enh/dead.cpp b/engines/mm/mm1/views_enh/dead.cpp
index 7e4cedd4804..f910805eecd 100644
--- a/engines/mm/mm1/views_enh/dead.cpp
+++ b/engines/mm/mm1/views_enh/dead.cpp
@@ -21,6 +21,7 @@
 
 #include "mm/mm1/views_enh/dead.h"
 #include "mm/mm1/globals.h"
+#include "mm/mm1/mm1.h"
 #include "mm/mm1/sound.h"
 
 namespace MM {
@@ -35,6 +36,9 @@ bool Dead::msgFocus(const FocusMessage &msg) {
 	g_globals->_roster.load();
 	g_globals->_activeSpells.clear();
 
+	// Play the Xeen death sound
+	g_engine->_sound->playSound("xeenlaff.voc");
+
 	return true;
 }
 


Commit: d2058148648c4ec0f8d2d5ef4963c73e288a273d
    https://github.com/scummvm/scummvm/commit/d2058148648c4ec0f8d2d5ef4963c73e288a273d
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2023-06-05T21:42:51-07:00

Commit Message:
MM: MM1: Fix combat round highlighting

Changed paths:
    engines/mm/mm1/views_enh/combat.cpp


diff --git a/engines/mm/mm1/views_enh/combat.cpp b/engines/mm/mm1/views_enh/combat.cpp
index 71824b20fc9..5545b229006 100644
--- a/engines/mm/mm1/views_enh/combat.cpp
+++ b/engines/mm/mm1/views_enh/combat.cpp
@@ -730,7 +730,8 @@ void Combat::highlightNextRound() {
 	for (uint i = 0; i < s.size(); ++i)
 		s.setChar(s[i] | 0x80, i);
 
-	writeString(0, 1, s);
+	setReduced(false);
+	writeString(0, LINE_H, s);
 }
 
 void Combat::writeMonsterEffects() {




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