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authorPaul Gilbert2015-07-10 18:50:36 -0400
committerPaul Gilbert2015-07-10 18:50:36 -0400
commit98643109e1d29facee2508cf897ded3367614178 (patch)
treeb1d72f4bc49d31df37f8e7f15adebd984697b4fe /engines/sherlock/tattoo
parent5a297977354290af496179215d60848a78af8001 (diff)
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SHERLOCK: RT: Don't run setNPCPath after loading a savegame
Diffstat (limited to 'engines/sherlock/tattoo')
-rw-r--r--engines/sherlock/tattoo/tattoo_scene.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/engines/sherlock/tattoo/tattoo_scene.cpp b/engines/sherlock/tattoo/tattoo_scene.cpp
index badc58d86f..0f61109c9d 100644
--- a/engines/sherlock/tattoo/tattoo_scene.cpp
+++ b/engines/sherlock/tattoo/tattoo_scene.cpp
@@ -689,8 +689,13 @@ int TattooScene::startCAnim(int cAnimNum, int playRate) {
void TattooScene::setNPCPath(int npc) {
TattooPeople &people = *(TattooPeople *)_vm->_people;
+ SaveManager &saves = *_vm->_saves;
Talk &talk = *_vm->_talk;
+ // Don't do initial scene setup if a savegame has just been loaded
+ if (saves._justLoaded)
+ return;
+
people[npc].clearNPC();
people[npc]._name = Common::String::format("WATS%.2dA", _currentScene);