freeze scripts & hide mouse during cutscenes; addde Actor::isPlayer method that should work in V2, too; fixed o2_walkActorToObject

svn-id: r7815
This commit is contained in:
Max Horn 2003-05-22 00:51:42 +00:00
parent 340f3a650e
commit f43fb0dab8
3 changed files with 20 additions and 3 deletions

View file

@ -1006,7 +1006,7 @@ void Scumm_v2::o2_walkActorToObject() {
a = derefActorSafe(getVarOrDirectByte(0x80), "o2_walkActorToObject");
assert(a);
obj = getVarOrDirectByte(0x40);
obj = getVarOrDirectWord(0x40);
if (whereIsObject(obj) != WIO_NOT_FOUND) {
int x, y, dir;
getObjectXYPos(obj, x, y, dir);
@ -1191,6 +1191,9 @@ void Scumm_v2::o2_cutscene() {
VAR(VAR_CURSORSTATE) = 200;
// TODO: some cursor command stuff (hide mouse etc maybe?)
freezeScripts(0);
_userPut = 0;
_cursor.state = 0;
_sentenceNum = 0;
stopScript(SENTENCE_SCRIPT);
@ -1211,6 +1214,9 @@ void Scumm_v2::o2_endCutscene() {
VAR(VAR_CURSORSTATE) = vm.cutSceneData[1];
// TODO: some cursor command stuff (probably to reset it to the pre-cutscene state)
unfreezeScripts();
_userPut = 1;
_cursor.state = 1;
if (_gameId == GID_MANIAC) {
camera._mode = (byte) vm.cutSceneData[3];