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author | Adrian Frühwirth | 2018-03-20 22:22:09 +0100 |
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committer | Adrian Frühwirth | 2018-03-20 22:22:11 +0100 |
commit | b4c1efe2f22f7daefc748b49ffca4839c457e391 (patch) | |
tree | a587e39b0e1412a20e34fe409dc8564f73894296 | |
parent | 728f4d4ba539310e49fb74385b8bdb18d4fcff26 (diff) | |
download | scummvm-rg350-b4c1efe2f22f7daefc748b49ffca4839c457e391.tar.gz scummvm-rg350-b4c1efe2f22f7daefc748b49ffca4839c457e391.tar.bz2 scummvm-rg350-b4c1efe2f22f7daefc748b49ffca4839c457e391.zip |
TUCKER: Remove superfluous workaround for Trac#4156
Despite what the comment says this does not seem to be in the original
game and I cannot replicate this in either the original or a current
ScummVM build. It is highly likely that this was one of several sprite
offset bugs which were present in our implementation earlier but which
have since been fixed.
-rw-r--r-- | engines/tucker/tucker.cpp | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/engines/tucker/tucker.cpp b/engines/tucker/tucker.cpp index f392526815..66422d33ff 100644 --- a/engines/tucker/tucker.cpp +++ b/engines/tucker/tucker.cpp @@ -1842,11 +1842,6 @@ void TuckerEngine::drawBackgroundSprites() { } void TuckerEngine::drawCurrentSprite() { - // Workaround original game glitch: skip first bud frame drawing when entering location (tracker item #2597763) - if ((_locationNum == 17 || _locationNum == 18) && _currentSpriteAnimationFrame == 16) { - return; - } - // WORKAROUND: original game glitch // Locations 48 and 61 contain reserved colors from [0xE0-0xF8] in a walkable area which // results in a number of pixels being falsely drawn in the foreground (on top of Bud). |