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authorFilippos Karapetis2011-09-28 15:33:23 +0300
committerFilippos Karapetis2011-09-28 15:34:58 +0300
commita9214ac7a22b6286bd30b58a661e0c6c7f456c3e (patch)
tree99f41cb337e88785ef542ee2f57249278ed03f78 /engines/parallaction/parser_ns.cpp
parentc0ad746d4edef1472495cc922411f9de7ceaf657 (diff)
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PARALLACTION: Updated the fix for script bug #2969913 to a workaround
Diffstat (limited to 'engines/parallaction/parser_ns.cpp')
-rw-r--r--engines/parallaction/parser_ns.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/parallaction/parser_ns.cpp b/engines/parallaction/parser_ns.cpp
index 0ee59a07cb..a73f1558e8 100644
--- a/engines/parallaction/parser_ns.cpp
+++ b/engines/parallaction/parser_ns.cpp
@@ -1335,9 +1335,9 @@ void LocationParser_ns::parseGetData(ZonePtr z) {
obj->y = z->getY();
obj->_prog = _zoneProg;
- // HACK for bug #2969913
+ // WORKAROUND for script bug #2969913
// The katana object has the same default z index (kGfxObjGetZ or -100)
- // as the cripta object (the safe).
+ // as the cripta object (the safe) - a script bug.
// Game scripts do not set an explicit z for the katana (as it isn't an
// animation), but rather rely on the draw order to draw it over the
// safe. In this particular case, the safe is added to the scene after