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author | Max Horn | 2002-10-23 00:22:55 +0000 |
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committer | Max Horn | 2002-10-23 00:22:55 +0000 |
commit | df2bf812c3a40ce104f7ccd3a240e6f8d3303aa8 (patch) | |
tree | f7f33739217cf0a041b7e4757fe990b762e0c0cf /scumm/actor.h | |
parent | dc65a40a73b8424f2ca9fa0790a5608e2571f7f4 (diff) | |
download | scummvm-rg350-df2bf812c3a40ce104f7ccd3a240e6f8d3303aa8.tar.gz scummvm-rg350-df2bf812c3a40ce104f7ccd3a240e6f8d3303aa8.tar.bz2 scummvm-rg350-df2bf812c3a40ce104f7ccd3a240e6f8d3303aa8.zip |
Actor::frame is never set, this should be researched
svn-id: r5269
Diffstat (limited to 'scumm/actor.h')
-rw-r--r-- | scumm/actor.h | 12 |
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; |