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author | Strangerke | 2015-11-18 01:01:10 +0100 |
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committer | Strangerke | 2015-11-18 01:01:10 +0100 |
commit | 0b2c269d8685378a475fe8d80f9380956b86f62f (patch) | |
tree | 0927949356dbdb89ca1477039c9b535b4b308b05 | |
parent | b5bffa81bfd7f14868cbd9b707dace2b0c3c26e3 (diff) | |
download | scummvm-rg350-0b2c269d8685378a475fe8d80f9380956b86f62f.tar.gz scummvm-rg350-0b2c269d8685378a475fe8d80f9380956b86f62f.tar.bz2 scummvm-rg350-0b2c269d8685378a475fe8d80f9380956b86f62f.zip |
MADS: Fix posAdjust in Animation::update for v2 games
-rw-r--r-- | engines/mads/animation.cpp | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/engines/mads/animation.cpp b/engines/mads/animation.cpp index d2260dac92..429c5669a9 100644 --- a/engines/mads/animation.cpp +++ b/engines/mads/animation.cpp @@ -466,16 +466,17 @@ void Animation::update() { } bool isV2 = (_vm->getGameID() != GType_RexNebular); - if (!isV2) { + if (isV2 && _canChangeView) { // Handle any offset adjustment for sprites as of this frame // FIXME: This doesn't work properly for Phantom scene 101 bool paChanged = false; - if (scene._posAdjust.x != misc._posAdjust.x) { - scene._posAdjust.x = misc._posAdjust.x; + if (getFramePosAdjust(_currentFrame).x != scene._posAdjust.x) { + scene._posAdjust.x = getFramePosAdjust(_currentFrame).x; paChanged = true; } - if (scene._posAdjust.y != misc._posAdjust.y) { - scene._posAdjust.y = misc._posAdjust.y; + + if (getFramePosAdjust(_currentFrame).y != scene._posAdjust.y) { + scene._posAdjust.y = getFramePosAdjust(_currentFrame).y; paChanged = true; } |