TSAGE: Bugfixes for returning to Lyle's office after finding schedule

This commit is contained in:
Paul Gilbert 2011-10-18 21:57:50 +11:00
parent abdda31597
commit 757c522dd1

View File

@ -69,7 +69,7 @@ bool Scene800::Doorway::startAction(CursorType action, Event &event) {
SceneItem::display2(800, BF_GLOBALS.getFlag(onDuty) ? 6 : 15);
else if (((BF_INVENTORY.getObjectScene(INV_SCHEDULE) == 1) && (BF_GLOBALS._dayNumber == 3)) ||
(BF_GLOBALS._bookmark == bDoneWithIsland))
SceneItem::display(800, 5);
SceneItem::display2(800, 5);
else {
if (BF_GLOBALS.getFlag(fWithLyle)) {
ADD_PLAYER_MOVER_NULL(scene->_lyle, 277, 145);
@ -305,7 +305,7 @@ void Scene800::postInit(SceneObjectList *OwnerList) {
_sceneMode = 8001;
setAction(&_sequenceManager, this, 8001, &BF_GLOBALS._player, &_doorway, NULL);
}
} else if ((BF_INVENTORY.getObjectScene(INV_SCHEDULE) == 1) && (BF_GLOBALS._bookmark == bFlashBackThree)) {
} else if ((BF_INVENTORY.getObjectScene(INV_SCHEDULE) == 1) && (BF_GLOBALS._bookmark < bFlashBackThree)) {
BF_GLOBALS._bookmark = bFlashBackThree;
BF_GLOBALS._player.disableControl();
BF_GLOBALS._player.setPosition(Common::Point(231, 150));
@ -314,7 +314,7 @@ void Scene800::postInit(SceneObjectList *OwnerList) {
_lyle.setPosition(Common::Point(244, 162));
_lyle.setStrip(4);
_sceneMode = 8004;
setAction(&_sequenceManager, this, 8001, &_lyle, &_doorway, NULL);
setAction(&_sequenceManager, this, 8004, &_lyle, &_doorway, NULL);
} else {
BF_GLOBALS._player.updateAngle(_motorcycle._position);
BF_GLOBALS._player.enableControl();
@ -344,6 +344,8 @@ void Scene800::signal() {
case 8004:
BF_GLOBALS.clearFlag(fWithLyle);
_lyle.remove();
BF_GLOBALS._player.enableControl();
break;
}
}
@ -2008,7 +2010,7 @@ bool Scene840::Object2::startAction(CursorType action, Event &event) {
break;
case INV_WAVE_KEYS:
if ((BF_GLOBALS._dayNumber != 4) || (BF_GLOBALS._bookmark != bEndDayThree))
SceneItem::display(840, 47);
SceneItem::display2(840, 47);
else {
BF_GLOBALS._uiElements.addScore(50);
@ -2072,7 +2074,7 @@ bool Scene840::Object2::WaveKeys::startAction(CursorType action, Event &event) {
switch (action) {
case CURSOR_USE:
if (scene->_field1AC2) {
SceneItem::display(840, 56);
SceneItem::display2(840, 56);
BF_INVENTORY.setObjectScene(INV_WAVE_KEYS, 1);
BF_GLOBALS._uiElements.addScore(50);
scene->_object2._v1B6 = 1;