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Bug fixed: inventory wasn't refreshed when loading a savegame if character was not switched. To make things clearer, character are now forced to reload all of their data on switch/load.
svn-id: r26190
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@ -793,8 +793,9 @@ void Parallaction::changeCharacter(const char *name) {
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if (scumm_stricmp(v32, _characterName1)) {
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if (scumm_stricmp(_characterName1, "null"))
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freeCharacter();
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// freeCharacter takes responsibility for checking
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// character for sanity before memory is freed
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freeCharacter();
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_disk->selectArchive("disk1");
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@ -134,6 +134,10 @@ void Parallaction::doLoadGame(uint16 slot) {
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parseLocation("common");
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// force reload of character to solve inventory
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// bugs, but it's a good maneuver anyway
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strcpy(_characterName1, "null");
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strcat(_vm->_location._name, _vm->_characterName);
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_engineFlags |= kEngineChangeLocation;
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