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authorPaul Gilbert2014-05-22 21:03:08 -0400
committerPaul Gilbert2014-05-22 21:03:08 -0400
commit77d85a63f1a96bdf5611595166b02ec3713c853d (patch)
tree3d47d93a654a0f2077441508ddf6826fb342ce7c /engines/mads/nebular/nebular_scenes1.cpp
parent542adf8ba441ccfbff621b303e2d4916f487d8af (diff)
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MADS: Fix ending of turkey explosion sequence in scene 103
Diffstat (limited to 'engines/mads/nebular/nebular_scenes1.cpp')
-rw-r--r--engines/mads/nebular/nebular_scenes1.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/mads/nebular/nebular_scenes1.cpp b/engines/mads/nebular/nebular_scenes1.cpp
index 131ee6ebe8..ff75f704f9 100644
--- a/engines/mads/nebular/nebular_scenes1.cpp
+++ b/engines/mads/nebular/nebular_scenes1.cpp
@@ -1502,7 +1502,7 @@ void Scene103::actions() {
_globals._sequenceIndexes[9] = _scene->_sequences.addSpriteCycle(_globals._spriteIndexes[9], false, 6, _vm->_game->_trigger < 1 ? 1 : 0);
if (_vm->_game->_trigger) {
// Lock the turkey into a permanent "exploded" frame
- _scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], -1, -1);
+ _scene->_sequences.setAnimRange(_globals._sequenceIndexes[9], -2, -2);
// Rex says "Gads.."
Common::String msg = _game.getQuote(51);