HE90+ games use actor layering too, in reverse order.
svn-id: r15216
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2 changed files with 7 additions and 7 deletions
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@ -601,12 +601,12 @@ int ScummEngine_v72he::findObject(int x, int y, int *args) {
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if ((_objs[i].obj_nr < 1) || getClass(_objs[i].obj_nr, kObjectClassUntouchable))
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if ((_objs[i].obj_nr < 1) || getClass(_objs[i].obj_nr, kObjectClassUntouchable))
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continue;
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continue;
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if (polygonDefined(_objs[i].obj_nr))
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if (polygonDefined(_objs[i].obj_nr)) {
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if (polygonHit(_objs[i].obj_nr, x, y) != 0)
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if (polygonHit(_objs[i].obj_nr, x, y) != 0)
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return _objs[i].obj_nr;
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return _objs[i].obj_nr;
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else if (VAR(VAR_POLYGONS_ONLY))
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//if (VAR(VAR_POLYGONS_ONLY))
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continue;
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// continue;
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}
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b = i;
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b = i;
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do {
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do {
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@ -908,8 +908,8 @@ void ScummEngine_v72he::o72_actorOps() {
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debug(1,"o72_actorOps: case 24 (%d)", k);
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debug(1,"o72_actorOps: case 24 (%d)", k);
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break;
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break;
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case 43: // HE 90+
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case 43: // HE 90+
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k = pop();
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// Uses reverse order of layering, so we adjust
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debug(1,"o72_actorOps: case 43 (%d)", k);
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a->layer = -pop();
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break;
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break;
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case 64:
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case 64:
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_actorClipOverride.bottom = pop();
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_actorClipOverride.bottom = pop();
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@ -526,7 +526,7 @@ void ScummEngine_v90he::o90_unknown1C() {
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error("o90_unknown1C: unhandled case %d", subOp);
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error("o90_unknown1C: unhandled case %d", subOp);
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}
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}
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debug(0,"o90_unknown1C stub (%d)", subOp);
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debug(1,"o90_unknown1C stub (%d)", subOp);
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}
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}
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void ScummEngine_v90he::o90_unknown25() {
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void ScummEngine_v90he::o90_unknown25() {
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