SCI: Mark several pathfinding related patches as workarounds
The issues that these patches correct are caused by differences in our pathfinding algorithm, compared to Sierra's
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1 changed files with 11 additions and 1 deletions
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@ -1412,6 +1412,8 @@ static const uint16 gk1InterrogationBugPatch[] = {
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PATCH_END
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};
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// WORKAROUND: Script needed, because of differences in our pathfinding
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// algorithm.
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// In Madame Cazanoux's house, when Gabriel is leaving, he is placed on
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// the edge of the walkable area initially. This leads to a failure in
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// the pathfinding algorithm, and the pathfinding area is then ignored,
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@ -2095,7 +2097,7 @@ static const SciScriptPatcherEntry gk1Signatures[] = {
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{ true, 410, "fix day 2 binoculars lockup", 1, gk1Day2BinocularsLockupSignature, gk1Day2BinocularsLockupPatch },
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{ true, 410, "fix artist veve photocopy missing message", 1, gk1ArtistVeveCopySignature, gk1ArtistVeveCopyPatch },
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{ true, 420, "fix lorelei chair missing message", 1, gk1OperateLoreleiChairSignature, gk1OperateLoreleiChairPatch },
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{ true, 420, "fix lorelei money messages", 1, gk1LoreleiMoneySignature, gk1LoreleiMoneyPatch },
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{ true, 420, "fix lorelei money messages", 1, gk1LoreleiMoneySignature, gk1LoreleiMoneyPatch },
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{ true, 710, "fix day 9 vine swing speech playing", 1, gk1Day9VineSwingSignature, gk1Day9VineSwingPatch },
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{ true, 800, "fix day 10 honfour unlock door lockup", 1, gk1HonfourUnlockDoorSignature, gk1HonfourUnlockDoorPatch },
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{ true, 64908, "disable video benchmarking", 1, sci2BenchmarkSignature, sci2BenchmarkPatch },
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@ -4678,6 +4680,8 @@ static const uint16 laurabow2PatchRememberWiredEastDoor[] = {
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PATCH_END
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};
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// WORKAROUND: Script needed, because of differences in our pathfinding
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// algorithm
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// It's possible to walk through the closed door in room 448 and enter the crate
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// room before act 5 due to differences in our pathfinding algorithm from Sierra's.
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// Ego is able to stand one pixel farther than Sierra's algorithm allowed and
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@ -7711,6 +7715,8 @@ static const uint16 qfg4SlidingDownSlopePatch[] = {
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PATCH_END
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};
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// WORKAROUND: Script needed, because of differences in our pathfinding
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// algorithm.
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// At the inn, there is a path that goes off screen. In our pathfinding
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// algorithm, we move all the pathfinding points so that they are within
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// the visible area. However, two points of the path are outside the
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@ -7993,6 +7999,8 @@ static const uint16 qfg4AbsentInnkeeperPatch[] = {
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PATCH_END
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};
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// WORKAROUND: Script needed, because of differences in our pathfinding
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// algorithm.
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// When entering flipped stairways from the upper door, hero is initially
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// placed outside the walkable area. As a result, hero will float around
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// inappropriately in stairways leading to Tanya's room (620) and to the iron
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@ -8960,6 +8968,8 @@ static const uint16 sq5PatchToolboxFix[] = {
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PATCH_END
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};
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// WORKAROUND: Script needed, because of differences in our pathfinding
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// algorithm
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// After entering the drive bay (room 1000) through the hallway, clicking walk
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// in most places causes ego to automatically turn around and return to the
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// previous room. This is due to differences in our pathfinding algorithm from
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