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authorMax Horn2002-10-23 00:22:55 +0000
committerMax Horn2002-10-23 00:22:55 +0000
commitdf2bf812c3a40ce104f7ccd3a240e6f8d3303aa8 (patch)
treef7f33739217cf0a041b7e4757fe990b762e0c0cf /scumm/actor.h
parentdc65a40a73b8424f2ca9fa0790a5608e2571f7f4 (diff)
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Actor::frame is never set, this should be researched
svn-id: r5269
Diffstat (limited to 'scumm/actor.h')
-rw-r--r--scumm/actor.h12
1 files changed, 11 insertions, 1 deletions
diff --git a/scumm/actor.h b/scumm/actor.h
index e8fac7e559..ab6a1e4739 100644
--- a/scumm/actor.h
+++ b/scumm/actor.h
@@ -89,7 +89,17 @@ public:
byte shadow_mode;
bool flip;
uint speedx, speedy;
- byte frame; // FIXME - it seems this is never set?
+
+ // FIXME: the "frame" field is never set, so it is always stays at 0. I am not sure
+ // if at some point in the past it was actually set (somebody wanna check?). There are
+ // two possibilities: either we just scratch this and hope all works fine, or we come
+ // up with a "correct" implementation.
+ // The actor.cpp code uses this to determine if the actor shows a walk animation.
+ // The script_v2.cpp code uses it for o6_kernelFunction:212.
+ // The save/load code (re)stores it.
+ // And debug.cpp prints it for debugging purposes.
+ byte frame;
+
byte walkbox;
byte mask; // FIXME: This field is *NOT* used - remove next time save game format changes
byte animProgress, animSpeed;