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| author | Travis Howell | 2006-07-07 07:31:13 +0000 | 
|---|---|---|
| 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;  		} | 
