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authorAdrian Frühwirth2018-03-20 22:22:09 +0100
committerAdrian Frühwirth2018-03-20 22:22:11 +0100
commitb4c1efe2f22f7daefc748b49ffca4839c457e391 (patch)
treea587e39b0e1412a20e34fe409dc8564f73894296 /engines/tucker/tucker.cpp
parent728f4d4ba539310e49fb74385b8bdb18d4fcff26 (diff)
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TUCKER: Remove superfluous workaround for Trac#4156
Despite what the comment says this does not seem to be in the original game and I cannot replicate this in either the original or a current ScummVM build. It is highly likely that this was one of several sprite offset bugs which were present in our implementation earlier but which have since been fixed.
Diffstat (limited to 'engines/tucker/tucker.cpp')
-rw-r--r--engines/tucker/tucker.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/engines/tucker/tucker.cpp b/engines/tucker/tucker.cpp
index f392526815..66422d33ff 100644
--- a/engines/tucker/tucker.cpp
+++ b/engines/tucker/tucker.cpp
@@ -1842,11 +1842,6 @@ void TuckerEngine::drawBackgroundSprites() {
}
void TuckerEngine::drawCurrentSprite() {
- // Workaround original game glitch: skip first bud frame drawing when entering location (tracker item #2597763)
- if ((_locationNum == 17 || _locationNum == 18) && _currentSpriteAnimationFrame == 16) {
- return;
- }
-
// WORKAROUND: original game glitch
// Locations 48 and 61 contain reserved colors from [0xE0-0xF8] in a walkable area which
// results in a number of pixels being falsely drawn in the foreground (on top of Bud).