TSAGE: Bugfixes for movement in Scene #9100

This commit is contained in:
Paul Gilbert 2011-05-01 20:37:10 +10:00
parent 77161e231a
commit e1d6b9602c

View File

@ -77,16 +77,16 @@ void Scene9100::dispatch() {
if (!_action) {
if (_globals->_player._position.x < 25) {
if (!_globals->getFlag(11)) {
scene->_sceneMode = 9106;
} else {
scene->_sceneMode = 9108;
_globals->_player.disableControl();
if (!_globals->getFlag(23) || _globals->getFlag(11))
_sceneMode = 9106;
else {
_sceneMode = 9108;
_globals->setFlag(11);
}
} else {
scene->_sceneMode = 9106;
scene->setAction(&scene->_sequenceManager, scene, scene->_sceneMode, &_globals->_player, NULL);
}
scene->setAction(&scene->_sequenceManager, scene, scene->_sceneMode, &_globals->_player, 0);
} else {
Scene::dispatch();
}
@ -115,8 +115,6 @@ void Scene9100::signal() {
}
void Scene9100::postInit(SceneObjectList *OwnerList) {
Scene9100 *scene = (Scene9100 *)_globals->_sceneManager._scene;
Scene::postInit();
setZoomPercents(0, 100, 200, 100);
_object1.postInit();
@ -146,7 +144,7 @@ void Scene9100::postInit(SceneObjectList *OwnerList) {
_object6.setVisage(9111);
_object6.setStrip(6);
_object6.setFrame(1);
_object6.setPosition(Common::Point(138, 166), 0);
_object6.setPosition(Common::Point(138, 166));
_sceneHotspot3.setup(145, 125, 166, 156, 9100, 40, 43);
}
_sceneHotspot1.setup(140, 176, 185, 215, 9100, 36, 37);
@ -163,17 +161,17 @@ void Scene9100::postInit(SceneObjectList *OwnerList) {
_sceneMode = 9107;
else
_sceneMode = 9109;
setAction(&scene->_sequenceManager, scene, _sceneMode, &_globals->_player, &_object5, 0);
setAction(&_sequenceManager, this, _sceneMode, &_globals->_player, &_object5, NULL);
} else {
_sceneMode = 9103;
_globals->_player.disableControl();
setAction(&scene->_sequenceManager, scene, _sceneMode, &_globals->_player, &_object2, &_object3, &_object4, &_object5, 0);
setAction(&_sequenceManager, this, _sceneMode, &_globals->_player, &_object2, &_object3, &_object4, &_object5, NULL);
_globals->setFlag(20);
}
} else {
_sceneMode = 9102;
_globals->_player.disableControl();
setAction(&scene->_sequenceManager, scene, _sceneMode, &_globals->_player, &_object2, &_object3, &_object4, &_object5, 0);
setAction(&_sequenceManager, this, _sceneMode, &_globals->_player, &_object2, &_object3, &_object4, &_object5, NULL);
}
}