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author | Paul Gilbert | 2007-12-21 09:10:31 +0000 |
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committer | Paul Gilbert | 2007-12-21 09:10:31 +0000 |
commit | dca07a9d14293333d9967fdfad530ac215a72159 (patch) | |
tree | af9deea15e350ab3457625c3e056b258eefaaa20 | |
parent | 5c5e5cddef6ff331732639d33a8f2cacbab64685 (diff) | |
download | scummvm-rg350-dca07a9d14293333d9967fdfad530ac215a72159.tar.gz scummvm-rg350-dca07a9d14293333d9967fdfad530ac215a72159.tar.bz2 scummvm-rg350-dca07a9d14293333d9967fdfad530ac215a72159.zip |
Bugfix to prevent axe animation appearing in room 6 when returning there after the fight
svn-id: r29937
-rw-r--r-- | engines/lure/fights.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/engines/lure/fights.cpp b/engines/lure/fights.cpp index dc2e9a74b9..491b221acb 100644 --- a/engines/lure/fights.cpp +++ b/engines/lure/fights.cpp @@ -608,6 +608,10 @@ void FightsManager::enemyKilled() { HotspotData *axeHotspot = res.getHotspot(0x2738); axeHotspot->roomNumber = PLAYER_ID; axeHotspot->flags |= HOTSPOTFLAG_FOUND; + + // Prevent the weapon animation being drawn + axeHotspot = res.getHotspot(0x440); + axeHotspot->layer = 0; } } |