LASTEXPRESS: multiple fixes in NPC logic
Checked the logic against the original game (to be precise, DOS English version from GOG, although I think AI logic has no significant differences with other versions). Fixed a *lot* of errors with varying visibility for the user. Also, save+exit+load sometimes resulted in memory corruption like ((EntityParametersSSII*)(new EntityParametersIIII))->param8 = 0; load operation did not restore the correct type of NPC logic context, the default one was used (which also has the smallest sizeof). Should be fixed now. Save+load is still unusable because it locks everybody waiting for kActionEndSound (the sound state is not restored), but, at least, it should not corrupt the memory. Hopefully.
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47 changed files with 1313 additions and 1033 deletions
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@ -487,10 +487,7 @@ bool Debugger::cmdPlaySeq(int argc, const char **argv) {
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// Handle right-click to interrupt sequence
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Common::Event ev;
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if (!_engine->getEventManager()->pollEvent(ev))
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break;
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if (ev.type == Common::EVENT_RBUTTONUP)
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if (_engine->getEventManager()->pollEvent(ev) && ev.type == Common::EVENT_RBUTTONUP)
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break;
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_engine->_system->delayMillis(175);
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