Check if a zone type is NULL for both ITE and IHNM, as it's done in the original. This fixes the crash in IHNM when entering the second floor of the zeppelin and the crash in ITE when interacting with the bowl in the tunnel, outside the prison. Removed the two relevant hacks
svn-id: r27108
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parent
95821c97ee
commit
2f033e7a4c
2 changed files with 26 additions and 31 deletions
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@ -464,7 +464,9 @@ void Script::doVerb() {
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}
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}
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if (objectType == kGameObjectHitZone) {
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if (objectType == NULL)
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return;
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else if (objectType == kGameObjectHitZone) {
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scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
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hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
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if ((hitZone->getFlags() & kHitZoneExit) == 0) {
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@ -485,21 +487,18 @@ void Script::doVerb() {
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if (scriptEntrypointNumber > 0) {
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// WORKAROUND: Fixes bug #1690045 "ITE: Item description missing / ScummVM crash"
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if (!(_vm->_scene->currentSceneNumber() == 278 && (_pendingObject[0] == 16419 || _pendingObject[1] == 16419) && _vm->getGameType() == GType_ITE)) {
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event.type = kEvTOneshot;
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event.code = kScriptEvent;
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event.op = kEventExecNonBlocking;
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event.time = 0;
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event.param = scriptModuleNumber;
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event.param2 = scriptEntrypointNumber;
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event.param3 = _pendingVerb; // Action
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event.param4 = _pendingObject[0]; // Object
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event.param5 = _pendingObject[1]; // With Object
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event.param6 = (objectType == kGameObjectActor) ? _pendingObject[0] : ID_PROTAG; // Actor
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event.type = kEvTOneshot;
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event.code = kScriptEvent;
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event.op = kEventExecNonBlocking;
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event.time = 0;
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event.param = scriptModuleNumber;
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event.param2 = scriptEntrypointNumber;
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event.param3 = _pendingVerb; // Action
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event.param4 = _pendingObject[0]; // Object
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event.param5 = _pendingObject[1]; // With Object
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event.param6 = (objectType == kGameObjectActor) ? _pendingObject[0] : ID_PROTAG; // Actor
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_vm->_events->queue(&event);
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}
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_vm->_events->queue(&event);
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} else {
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_vm->getExcuseInfo(_pendingVerb, excuseText, excuseSampleResourceId);
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@ -620,7 +619,9 @@ void Script::playfieldClick(const Point& mousePoint, bool leftButton) {
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hitZone = NULL;
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if (objectTypeId(_pendingObject[0]) == kGameObjectHitZone) {
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if (objectTypeId(_pendingObject[0]) == NULL)
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return;
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else if (objectTypeId(_pendingObject[0]) == kGameObjectHitZone) {
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hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
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} else {
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if ((_pendingVerb == getVerbType(kVerbUse)) && (objectTypeId(_pendingObject[1]) == kGameObjectHitZone)) {
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