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authorJonathan Gray2002-11-11 04:52:16 +0000
committerJonathan Gray2002-11-11 04:52:16 +0000
commited4e076b200410a1804076ad72948ec043f48414 (patch)
tree572e1b9c1a48b9446d23abdf934f60bed38e70a0 /scumm/actor.cpp
parent54a5c1fb3a0af449b28d18a63a00347bdd1845d0 (diff)
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append missing heads hack so actor in indy3 intro is always visible
svn-id: r5516
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r--scumm/actor.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index 5089c2f92f..aa7f2ff0f3 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -460,7 +460,7 @@ void Actor::startAnimActor(int f)
// 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)
+ if (f == 3 && _vm->_gameId == GID_INDY3_256 && (_vm->_currentRoom != 79))
f = initFrame;
if (isInCurrentRoom() && costume) {