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authorMax Horn2003-04-22 18:57:10 +0000
committerMax Horn2003-04-22 18:57:10 +0000
commit0b7c86ff13fd6d213cb1b989c587fbf00672ca47 (patch)
treec12f590fdcc1ba18b6e77cc83f9abdc854d5c534 /scumm/actor.cpp
parentda5467d4cfecd221ebb6dbda1d11fc869507e647 (diff)
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cleanup; small fix for GF_OLD256 games; also the head hack for indy3 is not needed anymore
svn-id: r7075
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r--scumm/actor.cpp7
1 files changed, 0 insertions, 7 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index 2a3a3bc2b2..975390a21a 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -470,13 +470,6 @@ void Actor::startAnimActor(int f) {
assert(f != 0x3E);
frame = f;
-
- // FIXME: This is a hack to fix decapitation, which somehow occurs only on
- // the standFrame (CHORE mode 3). We hack around this by simply using the
- // initFrame instead. As far as it goes, I see no difference. Apart from
- // keeping my lovely head intact.
- if (f == 3 && _vm->_gameId == GID_INDY3_256 && (_vm->_currentRoom != 79))
- f = initFrame;
if (isInCurrentRoom() && costume != 0) {
animProgress = 0;