TOON: Add workarounds in transformed barn scene

Drew does not disappear anymore in the barn when filling his can.
Slowed down the talk animations a bit

svn-id: r55626
This commit is contained in:
Sylvain Dupont 2011-01-29 22:15:57 +00:00
parent 7765c24558
commit c450ac28e9

View File

@ -256,6 +256,15 @@ int32 ScriptFunc::sys_Cmd_Draw_Actor_Standing(EMCState *state) {
int32 arg1 = stackPos(0);
int32 arg2 = stackPos(1);
int32 arg3 = stackPos(2);
// WORKAROUND: In scene 19 (transformed barn), Drew disappears when it shouldn't. It seems like a script bug
// even if the game works correctly at this point
// We need a special case for it then.
if (_vm->state()->_currentScene == 19 && arg3 == 1 && arg1 < 0) {
arg1 = 1;
}
if (arg2 > -1)
_vm->getDrew()->forceFacing(arg2);
@ -266,7 +275,6 @@ int32 ScriptFunc::sys_Cmd_Draw_Actor_Standing(EMCState *state) {
_vm->getDrew()->setVisible(true);
_vm->getDrew()->playStandingAnim();
}
return 0;
}
@ -900,7 +908,6 @@ int32 ScriptFunc::sys_Cmd_Set_Scene_Anim_Wait(EMCState *state) {
if (sceneId >= 0 && sceneId < 40) {
int32 nextTicks = waitTicks + _vm->getSceneAnimationScript(sceneId)->_lastTimer;
//debugC(0,0xff, "sw : assigining %d to lasttimer of %d (current tick %d old milli %d) ",nextTicks, sceneId , _vm->getSystem()->getMillis(), _vm->getOldMilli());
if (nextTicks < _vm->getOldMilli())
_vm->getSceneAnimationScript(sceneId)->_lastTimer = _vm->getOldMilli() + waitTicks;
else
@ -1014,6 +1021,10 @@ int32 ScriptFunc::sys_Cmd_Draw_Scene_Anim_WSA_Frame(EMCState *state) {
}
}
if (_vm->state()->_currentScene == 19 && _vm->getCurrentUpdatingSceneAnimation() == 0 ) {
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 6);
}
if (_vm->state()->_currentScene == 29) {
if (animId == 16 || animId == 26 || animId == 36)
_vm->pauseSceneAnimationScript(_vm->getCurrentUpdatingSceneAnimation(), 2);