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author | Thanasis Antoniou | 2019-03-05 11:19:55 +0200 |
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committer | Thanasis Antoniou | 2019-03-05 11:26:20 +0200 |
commit | ddffce1dc547563a88388ee1bf681f2a748fb46b (patch) | |
tree | 84f08b2872f045a0a2a089610ae1e4aec4271f67 /engines/bladerunner/script | |
parent | 14349341a68bd5853173076e63ef5facc27e78b4 (diff) | |
download | scummvm-rg350-ddffce1dc547563a88388ee1bf681f2a748fb46b.tar.gz scummvm-rg350-ddffce1dc547563a88388ee1bf681f2a748fb46b.tar.bz2 scummvm-rg350-ddffce1dc547563a88388ee1bf681f2a748fb46b.zip |
BLADERUNNER: Prevent assert fault when loading actor with bad frame value
Commented out assert fault in SliceAnimations::getFramePtr and sanitized the frame value instead
Some actors (currently happened only with hawkers_barkeep) can have invalid frame value set when loading a save file which would cause and assert fault in the getFramePtr() assert check. This seems to be a combination of factors responsible: 1) The updateAnimation (called for an actor before drawing him into the world) has a switch clause based on animationState (not animationId) and 2) the ai_script vars for an actor are not re-initialized upon a LOAD (eg for hawkers_barkeep the _var2 value is problematic in this context because a non-zero value won't allow for sanitization of the existing / loaded frame value)
Diffstat (limited to 'engines/bladerunner/script')
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