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GOB: Fix Blount becoming inactive in the Gob3 brain level - bug scumm…
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bluegr committed Nov 30, 2024
1 parent e43c845 commit e18c2bf
Showing 1 changed file with 9 additions and 0 deletions.
9 changes: 9 additions & 0 deletions engines/gob/goblin_v2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -102,6 +102,15 @@ void Goblin_v2::placeObject(Gob_Object *objDesc, char animated,
objAnim->isPaused = 0;
objAnim->isStatic = 0;
objAnim->newCycle = _vm->_scenery->getAnimLayer(animation, layer)->framesCount;

// WORKAROUND: In the brain level of Gob3, where Blount and Were-blount are
// separated, Blount may be declared as inactive and can't move when exiting
// and reentering the level - bug #5760.
// Change his animation type here to mark him as enabled
if (_vm->getGameType() == kGameTypeGob3 && _vm->isCurrentTot("EMAP1018.TOT") && index == 0 &&
x == 3 && y == 33 && state == 9 && layer == 27 && animation == 0 && objAnim->animType == 1)
objAnim->animType = 100;

_vm->_scenery->updateAnim(layer, 0, animation, 0, *obj->pPosX, *obj->pPosY, 0);
if (!_vm->_map->hasBigTiles())
*obj->pPosY = (y + 1) * _vm->_map->getTilesHeight()
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