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authorPaul Gilbert2010-07-05 09:53:10 +0000
committerPaul Gilbert2010-07-05 09:53:10 +0000
commit660ffc194d217bdeb61479e5b101e7642319ecb5 (patch)
tree022940dd431dedd9953392f694dfdebe5cc7dde5 /engines/m4/mads_views.cpp
parent830c7611dc76ea94a0869b4943b541035ee28d1c (diff)
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Bugfixes for new player code - Rex is now correctly positioned when the player manager takes over from the wakeup animation sequence
svn-id: r50669
Diffstat (limited to 'engines/m4/mads_views.cpp')
-rw-r--r--engines/m4/mads_views.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/m4/mads_views.cpp b/engines/m4/mads_views.cpp
index d6d71c8eee..580f54b1c0 100644
--- a/engines/m4/mads_views.cpp
+++ b/engines/m4/mads_views.cpp
@@ -95,7 +95,7 @@ int MadsSpriteSlots::addSprites(const char *resName, bool suppressErrors, int fl
// Get the sprite set
Common::SeekableReadStream *data = _vm->res()->get(resName);
- SpriteAsset *spriteSet = new SpriteAsset(_vm, data, data->size(), resName, flags);
+ SpriteAsset *spriteSet = new SpriteAsset(_vm, data, data->size(), resName, false, flags);
spriteSet->translate(_madsVm->_palette);
assert(spriteSet != NULL);