#8056 closed patch
Workaround for bug #604398
Reported by: | eriktorbjorn | Owned by: | fingolfin |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Sam and Max |
Description
This patch should make your cars visible in the Sam & Max "CarBomb" mini-game. It turns out that the hack that keeps actors from being drawn while displaying the inventory was also keeping the actors (i.e. cars) from being drawn here.
It's not pretty, but it will have to do until someone figures out a way to remove the hack completely.
Ticket imported from: #611449. Ticket imported from: patches/161.
Attachments (1)
Change History (5)
by , 22 years ago
Attachment: | carbomb.diff added |
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comment:1 by , 22 years ago
In CVS now, with an enhanced comment.
I don't know how exactly the inventory is drawn, is it just another actor or a bomp? If it is a bomp, does that mean we are doing something wrong with the order in which we draw bomps and actors? Gee, I know almost nothing about bomps, guess I should RTFS.
comment:2 by , 22 years ago
Owner: | set to |
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Status: | new → closed |
comment:3 by , 22 years ago
I was wondering the same thing yesterday, but as far as I could see then the Sam & Max inventory isn't a bomp. At least not one that's drawn by drawBlastObject().
If I understand things correctly - and in this case that's one big if - it draws objects first, then actors, then blast objects (bomps), and in that case it seems more likely that the Sam & Max inventory is objects or actors that, for some reason, don't mask the other actors. But I don't know this.
The Dig, on the other hand, does use blast objects for its inventory. And I think it has to redraw the whole thing every scummLoop() iteration. Nasty...
comment:4 by , 6 years ago
Component: | → Engine: SCUMM |
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Game: | → Sam and Max |
Patch against a September 18 CVS snapshot