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authorPaul Gilbert2010-07-03 12:49:42 +0000
committerPaul Gilbert2010-07-03 12:49:42 +0000
commit88d1155c5e0b265c39466536f572a8aebfef8259 (patch)
tree46bd4169eaa697a2fa92f321b72e8f01505b8dde /engines/m4/mads_scene.h
parent6b152e803967770d3419642b07fbf3a27333e865 (diff)
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Implemented necessary logic for the abort timer/action code, which allows the player manager to be correctly activated when the 'getting up' animation finishes
svn-id: r50622
Diffstat (limited to 'engines/m4/mads_scene.h')
-rw-r--r--engines/m4/mads_scene.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/m4/mads_scene.h b/engines/m4/mads_scene.h
index 66b50d809f..e671dfb194 100644
--- a/engines/m4/mads_scene.h
+++ b/engines/m4/mads_scene.h
@@ -130,7 +130,7 @@ public:
int loadSceneSpriteSet(const char *setName);
void showMADSV2TextBox(char *text, int x, int y, char *faceName);
- void loadAnimation(const Common::String &animName, int v0);
+ void loadAnimation(const Common::String &animName, int abortTimers);
Animation *activeAnimation() const { return _activeAnimation; }
void freeAnimation();