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author | Adrian Frühwirth | 2018-03-20 22:22:09 +0100 |
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committer | Adrian Frühwirth | 2018-03-20 22:22:11 +0100 |
commit | b4c1efe2f22f7daefc748b49ffca4839c457e391 (patch) | |
tree | a587e39b0e1412a20e34fe409dc8564f73894296 /engines | |
parent | 728f4d4ba539310e49fb74385b8bdb18d4fcff26 (diff) | |
download | scummvm-rg350-b4c1efe2f22f7daefc748b49ffca4839c457e391.tar.gz scummvm-rg350-b4c1efe2f22f7daefc748b49ffca4839c457e391.tar.bz2 scummvm-rg350-b4c1efe2f22f7daefc748b49ffca4839c457e391.zip |
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')
-rw-r--r-- | engines/tucker/tucker.cpp | 5 |
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). |