MADS: Bugfixes for scene 352

This commit is contained in:
Filippos Karapetis 2014-06-01 08:33:20 +03:00
parent 8f20ebb610
commit 0c1c83e5e6

View File

@ -4174,7 +4174,7 @@ void Scene352::putArmDown(bool corridorExit, bool doorwayExit) {
case 2: {
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 0);
int idx = _scene->_dynamicHotspots.add(NOUN_GUARDS_ARM, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
int idx = _scene->_dynamicHotspots.add(NOUN_GUARDS_ARM2, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(230, 117), FACING_NORTHWEST);
_scene->changeVariant(0);
}
@ -4269,7 +4269,7 @@ void Scene352::enter() {
if (_game._objects.isInRoom(OBJ_GUARDS_ARM)) {
_globals._sequenceIndexes[2] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[2], false, 6, 0, 0, 0);
int idx = _scene->_dynamicHotspots.add(NOUN_GUARDS_ARM, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
int idx = _scene->_dynamicHotspots.add(NOUN_GUARDS_ARM2, VERB_WALKTO, _globals._sequenceIndexes[2], Common::Rect(0, 0, 0, 0));
_scene->_dynamicHotspots.setPosition(idx, Common::Point(230, 117), FACING_NORTHWEST);
} else
_mustPutArmDownFl = true;
@ -4326,14 +4326,14 @@ void Scene352::preActions() {
}
}
if (_action.isAction(VERB_PUT, NOUN_GUARDS_ARM, NOUN_SCANNER)) {
if (_action.isAction(VERB_PUT, NOUN_GUARDS_ARM2, NOUN_SCANNER)) {
if (_globals[kSexOfRex] == REX_MALE)
_game._player.walk(Common::Point(269, 111), FACING_NORTHEAST);
else
_game._player.walk(Common::Point(271, 111), FACING_NORTHEAST);
}
if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOORWAY) || _action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_SOUTH) || _action.isAction(VERB_PUT, NOUN_GUARDS_ARM, NOUN_FLOOR)) {
if (_action.isAction(VERB_WALK_THROUGH, NOUN_DOORWAY) || _action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_SOUTH) || _action.isAction(VERB_PUT, NOUN_GUARDS_ARM2, NOUN_FLOOR)) {
if (_game._objects.isInInventory(OBJ_GUARDS_ARM))
_game._player.walk(Common::Point(230, 117), FACING_NORTHWEST);
}
@ -4412,7 +4412,7 @@ void Scene352::actions() {
exit_doorway = true;
}
if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_SOUTH) || _action.isAction(VERB_WALK_THROUGH, NOUN_DOORWAY) || _action.isAction(VERB_PUT, NOUN_GUARDS_ARM, NOUN_FLOOR)) {
if (_action.isAction(VERB_WALK_DOWN, NOUN_CORRIDOR_TO_SOUTH) || _action.isAction(VERB_WALK_THROUGH, NOUN_DOORWAY) || _action.isAction(VERB_PUT, NOUN_GUARDS_ARM2, NOUN_FLOOR)) {
if (_mustPutArmDownFl)
putArmDown(exit_corridor, exit_doorway);
else if (exit_corridor)
@ -4424,7 +4424,7 @@ void Scene352::actions() {
return;
}
if (_action.isAction(VERB_TAKE, NOUN_GUARDS_ARM)) {
if (_action.isAction(VERB_TAKE, NOUN_GUARDS_ARM2)) {
if (_game._trigger || !_game._objects.isInInventory(OBJ_GUARDS_ARM)) {
switch (_game._trigger) {
case 0:
@ -4460,7 +4460,7 @@ void Scene352::actions() {
}
}
if (_action.isAction(VERB_PUT, NOUN_GUARDS_ARM, NOUN_SCANNER)) {
if (_action.isAction(VERB_PUT, NOUN_GUARDS_ARM2, NOUN_SCANNER)) {
if (!_vaultOpenFl) {
switch (_game._trigger) {
case 0:
@ -4618,7 +4618,7 @@ void Scene352::actions() {
_game._player._visible = true;
_game._player._stepEnabled = true;
_vm->_dialogs->showItem(OBJ_TAPE_PLAYER, 0x899B);
_vm->_dialogs->showItem(OBJ_TAPE_PLAYER, 35227);
break;
default:
@ -4639,7 +4639,7 @@ void Scene352::actions() {
_vm->_dialogs->show(35215);
else if (_action.isAction(VERB_LOOK, NOUN_AIR_VENT))
_vm->_dialogs->show(35216);
else if (_action.isAction(VERB_LOOK, NOUN_GUARDS_ARM) && (_action._savedFields._mainObjectSource == 4))
else if (_action.isAction(VERB_LOOK, NOUN_GUARDS_ARM2) && (_action._savedFields._mainObjectSource == 4))
_vm->_dialogs->show(35217);
else if (_action.isAction(VERB_LOOK, NOUN_IRONING_BOARD))
_vm->_dialogs->show(35218);
@ -4674,6 +4674,8 @@ void Scene352::actions() {
_vm->_dialogs->show(35235);
else
return;
_action._inProgress = false;
}
/*------------------------------------------------------------------------*/