A long time ago, in a virtual machine far, far away...
It is a period of bug fixing. Rebel developers, coding from a public project, have won their umpteenth victory against the evil Actor Walk Bugs. During the debugging, programmers used secret plans to the LucasArts' ultimate tool, the SCUMM engine, an extensible scripting system with enough power to create an entire adventure. Pursued by ensuing sinister regressions, High King Fingolfin gleefully jumps up and down, making use of the hotkey that can save his games and restore them back again later.... [With apologies to George Lucas. Good riddance to bugs #751662, #771483, #959001, #1329457, #1329498, #1329529, #1527672, #1538260, #1571701, #1571705, #1571740, and a warm welcome to the regressions this change will cause. :-) ] svn-id: r26090
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5 changed files with 180 additions and 61 deletions
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@ -1202,6 +1202,9 @@ void ScummEngine_v2::o2_walkActorToObject() {
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if (whereIsObject(obj) != WIO_NOT_FOUND) {
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int x, y, dir;
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getObjectXYPos(obj, x, y, dir);
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AdjustBoxResult r = a->adjustXYToBeInBox(x, y);
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x = r.x;
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y = r.y;
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a->startWalkActor(x, y, dir);
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}
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}
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@ -1212,9 +1215,12 @@ void ScummEngine_v2::o2_putActorAtObject() {
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a = derefActor(getVarOrDirectByte(PARAM_1), "o2_putActorAtObject");
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obj = getVarOrDirectWord(PARAM_2);
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if (whereIsObject(obj) != WIO_NOT_FOUND)
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if (whereIsObject(obj) != WIO_NOT_FOUND) {
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getObjectXYPos(obj, x, y);
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else {
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AdjustBoxResult r = a->adjustXYToBeInBox(x, y);
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x = r.x;
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y = r.y;
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} else {
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x = 30;
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y = 60;
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}
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@ -1374,6 +1380,9 @@ void ScummEngine_v2::o2_loadRoomWithEgo() {
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startScene(a->_room, a, obj);
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getObjectXYPos(obj, x2, y2, dir);
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AdjustBoxResult r = a->adjustXYToBeInBox(x2, y2);
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x2 = r.x;
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y2 = r.y;
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a->putActor(x2, y2, _currentRoom);
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a->setDirection(dir + 180);
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