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authorMax Horn2003-03-28 23:08:36 +0000
committerMax Horn2003-03-28 23:08:36 +0000
commitaf2e2fff7a1791619504a76695613673bb61714a (patch)
treef4d9df7779c5e15a63705739ff2e67fb742bc243 /scumm/actor.cpp
parente0a880addbe60f57be441a79db99cc0234eb903e (diff)
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cleanup
svn-id: r6877
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r--scumm/actor.cpp12
1 files changed, 9 insertions, 3 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index 9a4708ab60..94713d09a9 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -1029,14 +1029,20 @@ void Actor::drawActorCostume() {
ar.setPalette(palette);
ar.setFacing(this);
- ar._dirty_id = number;
-
ar._draw_top = top = 0x7fffffff;
ar._draw_bottom = bottom = 0;
+ ar._dirty_id = number;
+
if (ar.drawCostume(cost)) {
- // FIXME: this breaks talking in The Dig. But why?
+ // FIXME: this breaks talking in The Dig because the actor
+ // is redrawn too often, thus breaking the waitForActor opcode.
// Note that I originally added this to correct some redraw issues.
+ // A "better" implementation would work like the corresponding code
+ // for "old" costumes, that is, only trigger a redraw if the actor
+ // is partially hidden / offscreen... but I am not sure the original
+ // actually does this, so before we spend time on implementing this,
+ // we should first figure out what the original code does here...
//needBgReset = true;
//needRedraw = true;
}