[Scummvm-git-logs] scummvm master -> 982aa370c3dcf6498abb7709c8d81227c37e4737
bluegr
noreply at scummvm.org
Thu Apr 30 06:23:25 UTC 2026
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .
Summary:
b10ffc5ad5 NANCY: Show the scene directly after loading from launcher or the GMM
982aa370c3 NANCY: Properly handle "Continue Game" after clicking on "More Nancy"
Commit: b10ffc5ad50fc067ddb11cad5313c847b85cdf38
https://github.com/scummvm/scummvm/commit/b10ffc5ad50fc067ddb11cad5313c847b85cdf38
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2026-04-30T09:22:59+03:00
Commit Message:
NANCY: Show the scene directly after loading from launcher or the GMM
Fix #16717
Changed paths:
engines/nancy/state/scene.cpp
diff --git a/engines/nancy/state/scene.cpp b/engines/nancy/state/scene.cpp
index bc0ed7aa336..0a16c6ce0eb 100644
--- a/engines/nancy/state/scene.cpp
+++ b/engines/nancy/state/scene.cpp
@@ -863,6 +863,7 @@ void Scene::init() {
int saveSlot = ConfMan.getInt("save_slot", Common::ConfigManager::kTransientDomain);
if (saveSlot >= 0 && saveSlot <= g_nancy->getMetaEngine()->getMaximumSaveSlot()) {
g_nancy->loadGameState(saveSlot);
+ g_nancy->setState(NancyState::kScene);
}
// Remove key so clicking on "New Game" in start menu doesn't just reload the save
Commit: 982aa370c3dcf6498abb7709c8d81227c37e4737
https://github.com/scummvm/scummvm/commit/982aa370c3dcf6498abb7709c8d81227c37e4737
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2026-04-30T09:23:00+03:00
Commit Message:
NANCY: Properly handle "Continue Game" after clicking on "More Nancy"
Fix #16686
Changed paths:
engines/nancy/state/mainmenu.cpp
diff --git a/engines/nancy/state/mainmenu.cpp b/engines/nancy/state/mainmenu.cpp
index 048cdcb3d64..e15b86a0260 100644
--- a/engines/nancy/state/mainmenu.cpp
+++ b/engines/nancy/state/mainmenu.cpp
@@ -104,19 +104,22 @@ void MainMenu::init() {
registerGraphics();
+ bool restoreAfterAd = ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain);
+
// Disable continue if game was just started
// Perhaps could be enabled always, and just load the latest save?
if (!Scene::hasInstance()) {
- _buttons[3]->setDisabled(true);
+ if (!restoreAfterAd) {
+ // Not returning to running game, disable Continue button
+ _buttons[3]->setDisabled(true);
+ }
} else {
if (NancySceneState.isRunningAd()) {
+ // We just returned from the ad to the main menu.
// Always destroy current state to make sure music starts again
NancySceneState.destroy();
- if (ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain)) {
- // Returning to running game, restore second chance
- ConfMan.setInt("save_slot", g_nancy->getMetaEngine()->getMaximumSaveSlot(), Common::ConfigManager::kTransientDomain);
- } else {
+ if (!restoreAfterAd) {
// Not returning to running game, disable Continue button
_buttons[3]->setDisabled(true);
}
@@ -262,6 +265,7 @@ void MainMenu::stop() {
// overwrite it when selecting the ad button multiple times in a row.
if (!ConfMan.hasKey("restore_after_ad", Common::ConfigManager::kTransientDomain)) {
g_nancy->secondChance();
+ ConfMan.setInt("save_slot", g_nancy->getMetaEngine()->getMaximumSaveSlot(), Common::ConfigManager::kTransientDomain);
}
ConfMan.setBool("restore_after_ad", true, Common::ConfigManager::kTransientDomain);
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