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authorPaul Gilbert2015-10-07 20:52:43 -0400
committerPaul Gilbert2015-10-07 20:52:43 -0400
commit0dc9a46bbe39b524de5d80c131f598f797263d12 (patch)
treefbb20bbbca9531f83a04dbdf2971f002fc2370f9 /engines/sherlock
parent8f9245cfce202b5bdd6bf2f044f2823574f5ea1e (diff)
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SHERLOCK: SS: Fix Holmes character re-appearing in Lab Table scene
Diffstat (limited to 'engines/sherlock')
-rw-r--r--engines/sherlock/scalpel/scalpel_scene.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/sherlock/scalpel/scalpel_scene.cpp b/engines/sherlock/scalpel/scalpel_scene.cpp
index b2c7339363..52dc621206 100644
--- a/engines/sherlock/scalpel/scalpel_scene.cpp
+++ b/engines/sherlock/scalpel/scalpel_scene.cpp
@@ -330,8 +330,8 @@ void ScalpelScene::doBgAnim() {
}
}
- // Draw the person if not animating
- if (people[HOLMES]._type == CHARACTER && people[HOLMES]._walkLoaded) {
+ // Draw the player if he's active and his walk has been loaded into memory
+ if (people[HOLMES]._type == CHARACTER && people[HOLMES]._walkLoaded && people._holmesOn) {
// If Holmes is too far to the right, move him back so he's on-screen
int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[HOLMES]._imageFrame->_frame.w;
int tempX = MIN(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER, xRight);