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authorAdrian Frühwirth2018-03-20 22:22:09 +0100
committerAdrian Frühwirth2018-03-20 22:22:11 +0100
commitb4c1efe2f22f7daefc748b49ffca4839c457e391 (patch)
treea587e39b0e1412a20e34fe409dc8564f73894296
parent728f4d4ba539310e49fb74385b8bdb18d4fcff26 (diff)
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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.cpp5
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).