From 4bc0670f986555b76f3a3bcd74bc953ecd133a38 Mon Sep 17 00:00:00 2001 From: Kaloyan Chehlarski Date: Sat, 6 Jan 2024 23:36:45 +0100 Subject: [PATCH] NANCY: Make sure TurningPuzzle triggers flag Solving a TurningPuzzle without an animation (e.g. the crossed eyes box in nancy6) would previously not trigger the solve flag, rendering the puzzle unsolveable. This has now been fixed. --- engines/nancy/action/puzzle/turningpuzzle.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/engines/nancy/action/puzzle/turningpuzzle.cpp b/engines/nancy/action/puzzle/turningpuzzle.cpp index 0d6da0013ef..75b8e4e8ed9 100644 --- a/engines/nancy/action/puzzle/turningpuzzle.cpp +++ b/engines/nancy/action/puzzle/turningpuzzle.cpp @@ -208,7 +208,12 @@ void TurningPuzzle::execute() { if (_currentOrder == _correctOrder) { _state = kActionTrigger; - _solveState = _solveAnimate ? kWaitForAnimation : kWaitForSound; + if (_solveAnimate) { + _solveState = kWaitForAnimation; + } else { + _solveState = kWaitForSound; + NancySceneState.setEventFlag(_solveScene._flag); + } _objectCurrentlyTurning = -1; _turnFrameID = 0; _nextTurnTime = g_nancy->getTotalPlayTime() + (_solveDelayBetweenTurns * 1000 / _currentOrder.size());