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author | Jonathan Gray | 2002-11-11 04:52:16 +0000 |
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committer | Jonathan Gray | 2002-11-11 04:52:16 +0000 |
commit | ed4e076b200410a1804076ad72948ec043f48414 (patch) | |
tree | 572e1b9c1a48b9446d23abdf934f60bed38e70a0 /scumm/actor.cpp | |
parent | 54a5c1fb3a0af449b28d18a63a00347bdd1845d0 (diff) | |
download | scummvm-rg350-ed4e076b200410a1804076ad72948ec043f48414.tar.gz scummvm-rg350-ed4e076b200410a1804076ad72948ec043f48414.tar.bz2 scummvm-rg350-ed4e076b200410a1804076ad72948ec043f48414.zip |
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.cpp | 2 |
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) { |