void ScummEngine::actorFollowCamera(int act) { if (!(_game.features & GF_NEW_CAMERA)) { int old; old = camera._follows; setCameraFollows(derefActor(act, "actorFollowCamera")); if (camera._follows != old) runInventoryScript(0); camera._movingToActor = false; } }
void ScummEngine_v0::o_loadRoomWithEgo() { Actor_v0 *a; int obj, room, x, y, dir; obj = fetchScriptByte(); room = fetchScriptByte(); a = (Actor_v0 *)derefActor(VAR(VAR_EGO), "o_loadRoomWithEgo"); //0x634F if (a->_miscflags & kActorMiscFlagFreeze) { stopObjectCode(); return; } // The original interpreter sets the actors new room X/Y to the last rooms X/Y // This fixes a problem with MM: script 158 in room 12, the 'Oomph!' script // This scripts runs before the actor position is set to the correct room entry location a->putActor(a->getPos().x, a->getPos().y, room); _egoPositioned = false; startScene(a->_room, a, obj); getObjectXYPos(obj, x, y, dir); AdjustBoxResult r = a->adjustXYToBeInBox(x, y); x = r.x; y = r.y; a->putActor(x, y, _currentRoom); camera._dest.x = camera._cur.x = a->getPos().x; setCameraAt(a->getPos().x, a->getPos().y); setCameraFollows(a); _fullRedraw = true; resetSentence(); if (x >= 0 && y >= 0) { a->startWalkActor(x, y, -1); } }