HE90+ games use actor layering too, in reverse order.

svn-id: r15216
This commit is contained in:
Travis Howell 2004-09-21 09:09:51 +00:00
parent d49f0b90a0
commit b359c9281f
2 changed files with 7 additions and 7 deletions

View file

@ -601,12 +601,12 @@ int ScummEngine_v72he::findObject(int x, int y, int *args) {
if ((_objs[i].obj_nr < 1) || getClass(_objs[i].obj_nr, kObjectClassUntouchable))
continue;
if (polygonDefined(_objs[i].obj_nr))
if (polygonDefined(_objs[i].obj_nr)) {
if (polygonHit(_objs[i].obj_nr, x, y) != 0)
return _objs[i].obj_nr;
//if (VAR(VAR_POLYGONS_ONLY))
// continue;
else if (VAR(VAR_POLYGONS_ONLY))
continue;
}
b = i;
do {
@ -908,8 +908,8 @@ void ScummEngine_v72he::o72_actorOps() {
debug(1,"o72_actorOps: case 24 (%d)", k);
break;
case 43: // HE 90+
k = pop();
debug(1,"o72_actorOps: case 43 (%d)", k);
// Uses reverse order of layering, so we adjust
a->layer = -pop();
break;
case 64:
_actorClipOverride.bottom = pop();

View file

@ -526,7 +526,7 @@ void ScummEngine_v90he::o90_unknown1C() {
error("o90_unknown1C: unhandled case %d", subOp);
}
debug(0,"o90_unknown1C stub (%d)", subOp);
debug(1,"o90_unknown1C stub (%d)", subOp);
}
void ScummEngine_v90he::o90_unknown25() {