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author | Filippos Karapetis | 2007-06-28 06:55:00 +0000 |
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committer | Filippos Karapetis | 2007-06-28 06:55:00 +0000 |
commit | 7a709b3c79255131f0b7605e06e867bafb344e7a (patch) | |
tree | 1050b6ddaf636f8534b034d757092caf43610ebe /engines | |
parent | 535f08e022c7ab51bf2e445f8195d011a337397c (diff) | |
download | scummvm-rg350-7a709b3c79255131f0b7605e06e867bafb344e7a.tar.gz scummvm-rg350-7a709b3c79255131f0b7605e06e867bafb344e7a.tar.bz2 scummvm-rg350-7a709b3c79255131f0b7605e06e867bafb344e7a.zip |
Added a workaround to prevent the making fire animation from breaking at the beehive scene in ITE
svn-id: r27756
Diffstat (limited to 'engines')
-rw-r--r-- | engines/saga/actor.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/engines/saga/actor.cpp b/engines/saga/actor.cpp index e0e9415cab..743d0cd6c5 100644 --- a/engines/saga/actor.cpp +++ b/engines/saga/actor.cpp @@ -2349,6 +2349,11 @@ void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, } void Actor::abortAllSpeeches() { + // WORKAROUND: Don't abort speeches in scene 31 (tree with beehive). This prevents the + // making fire animation from breaking + if (_vm->getGameType() == GType_ITE && _vm->_scene->currentSceneNumber() == 31) + return; + abortSpeech(); if (_vm->_script->_abortEnabled) |