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authorMartin Kiewitz2015-06-15 21:48:36 +0200
committerMartin Kiewitz2015-06-15 21:48:36 +0200
commit5a12026ae8e9c6d46c322c642c2a7a54a9b51c88 (patch)
treeccd76fe220148c7f1b5569b7d065c49fe3b4b3cb /engines
parent39d22720a3c152d057fb607241fbc7088142599b (diff)
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SHERLOCK: 3DO: note about constable gfx glitch
+ get returns of 2 animation play calls
Diffstat (limited to 'engines')
-rw-r--r--engines/sherlock/scalpel/scalpel.cpp10
1 files changed, 8 insertions, 2 deletions
diff --git a/engines/sherlock/scalpel/scalpel.cpp b/engines/sherlock/scalpel/scalpel.cpp
index 95cf8371ee..02ae21c5e1 100644
--- a/engines/sherlock/scalpel/scalpel.cpp
+++ b/engines/sherlock/scalpel/scalpel.cpp
@@ -721,8 +721,14 @@ bool ScalpelEngine::showStreetCutscene3DO() {
finished = _music->waitUntilMSec(100300, 0, 0, 1000);
}
- finished = _animation->play3DO("14KICK", true, 1, false, 2);
+ if (finished)
+ finished = _animation->play3DO("14KICK", true, 1, false, 2);
+ // note: part of the constable is sticking to the door during the following
+ // animation, when he walks away. This is a bug of course, but it actually happened on 3DO!
+ // I'm not sure if it happens because the door is pure black (0, 0, 0) and it's because
+ // of transparency - or if the animation itself is bad. We will definitely have to adjust
+ // the animation data to fix it.
if (finished)
finished = _animation->play3DO("14NOTE", true, 1, false, 3);
@@ -739,7 +745,7 @@ bool ScalpelEngine::showOfficeCutscene3DO() {
bool finished = _music->waitUntilMSec(151000, 0, 0, 1000);
if (finished)
- _animation->play3DO("COFF1", true, 1, false, 3);
+ finished = _animation->play3DO("COFF1", true, 1, false, 3);
if (finished)
finished = _animation->play3DO("COFF2", true, 1, false, 3);