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author | Travis Howell | 2006-07-07 07:31:13 +0000 |
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committer | Travis Howell | 2006-07-07 07:31:13 +0000 |
commit | 3f4cc015b2d7b0ddd26a24dada04a64b68d27bc6 (patch) | |
tree | ccacf3468a6bf8fbdbeade52a805e8b81619521d | |
parent | 1d8d9f5510dc5f574e926bd6fadb9d20337daede (diff) | |
download | scummvm-rg350-3f4cc015b2d7b0ddd26a24dada04a64b68d27bc6.tar.gz scummvm-rg350-3f4cc015b2d7b0ddd26a24dada04a64b68d27bc6.tar.bz2 scummvm-rg350-3f4cc015b2d7b0ddd26a24dada04a64b68d27bc6.zip |
Fix bug #1518523 - FOA: Indy facing the wrong direction in intro. And adjust walk code to closer match original code of earlier games
svn-id: r23381
-rw-r--r-- | engines/scumm/actor.cpp | 23 |
1 files changed, 19 insertions, 4 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp index a69760cb1f..c61c147ed4 100644 --- a/engines/scumm/actor.cpp +++ b/engines/scumm/actor.cpp @@ -384,7 +384,12 @@ int Actor::actorWalkStep() { nextFacing = updateActorDirection(true); if (!(_moving & MF_IN_LEG) || _facing != nextFacing) { if (_walkFrame != _frame || _facing != nextFacing) { - startWalkAnim(1, nextFacing); + if (_vm->_game.version <= 6) { + startAnimActor(_walkFrame); + setDirection(nextFacing); + } else { + startWalkAnim(1, nextFacing); + } } _moving |= MF_IN_LEG; } @@ -1693,12 +1698,14 @@ void Actor::walkActor() { if (_moving & MF_LAST_LEG) { _moving = 0; setBox(_walkdata.destbox); - startWalkAnim(3, _walkdata.destdir); if (_vm->_game.version <= 6) { + startAnimActor(_standFrame); if (!_ignoreTurns && _walkdata.destdir != -1 && _targetFacing != _walkdata.destdir) { _targetFacing = _walkdata.destdir; _moving = MF_TURN; } + } else { + startWalkAnim(3, _walkdata.destdir); } return; } @@ -1772,7 +1779,11 @@ void Actor::walkActorV12() { } else { if (_moving & MF_LAST_LEG) { _moving = 0; - startWalkAnim(3, _walkdata.destdir); + startAnimActor(_standFrame); + if (_walkdata.destdir != -1 && _targetFacing != _walkdata.destdir) { + _targetFacing = _walkdata.destdir; + _moving = MF_TURN; + } } else { setBox(_walkdata.curbox); if (_walkbox == _walkdata.destbox) { @@ -1815,7 +1826,11 @@ void Actor::walkActorOld() { if (_moving & MF_LAST_LEG) { _moving = 0; - startWalkAnim(3, _walkdata.destdir); + startAnimActor(_standFrame); + if (_walkdata.destdir != -1 && _targetFacing != _walkdata.destdir) { + _targetFacing = _walkdata.destdir; + _moving = MF_TURN; + } return; } |