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authorRobert Špalek2009-11-08 21:35:19 +0000
committerRobert Špalek2009-11-08 21:35:19 +0000
commit99037380ee72166e360675cb18ac0671f59a6cfb (patch)
tree366476ea2536a2d0cea34068c43832611ea1b237 /engines/draci
parentabbb3dccd7fa909d1746b00a88eb55494514334f (diff)
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Removed old hack for cyclic animations.
This makes the hero's walk even smoother. svn-id: r45763
Diffstat (limited to 'engines/draci')
-rw-r--r--engines/draci/animation.cpp3
-rw-r--r--engines/draci/script.cpp2
2 files changed, 2 insertions, 3 deletions
diff --git a/engines/draci/animation.cpp b/engines/draci/animation.cpp
index ba98a0ab25..6e1a4e4ad8 100644
--- a/engines/draci/animation.cpp
+++ b/engines/draci/animation.cpp
@@ -110,9 +110,6 @@ void Animation::nextFrame(bool force) {
_shift.x += _relativeShifts[_currentFrame].x;
_shift.y += _relativeShifts[_currentFrame].y;
_currentFrame = nextFrameNum();
- if (!_currentFrame) {
- clearShift(); // TODO: don't do that, but rather let the animation fly away when needed.
- }
_tick = _vm->_system->getMillis();
// Fetch new frame and mark it dirty
diff --git a/engines/draci/script.cpp b/engines/draci/script.cpp
index e64525626f..11ac5d3bd0 100644
--- a/engines/draci/script.cpp
+++ b/engines/draci/script.cpp
@@ -413,6 +413,8 @@ void Script::start(Common::Queue<int> &params) {
Animation *anim = _vm->_anims->getAnimation(animID);
if (!anim) {
+ // WORKAROUND:
+ //
// The original game files seem to contain errors, which I have
// verified by inspecting their source code. They try to load
// each animation before starting it, but fail to anticipate