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authorJames Brown2003-05-03 07:29:44 +0000
committerJames Brown2003-05-03 07:29:44 +0000
commit1038caae58b3f572f60ce237b308b71cb969a9dc (patch)
tree4a1b2b12b101edb8dfe16091c54ee7e4df0f04a6 /scumm/script_v5.cpp
parentffdeb38b80721623260ab120666aef217c170fd7 (diff)
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Remove some test stuff
svn-id: r7278
Diffstat (limited to 'scumm/script_v5.cpp')
-rw-r--r--scumm/script_v5.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp
index c2ea50b082..60c8675f1f 100644
--- a/scumm/script_v5.cpp
+++ b/scumm/script_v5.cpp
@@ -1329,7 +1329,7 @@ void Scumm_v5::o5_loadRoom() {
// For small header games, we only call startScene if the room
// actually changed. This avoid unwanted (wrong) fades in Zak256
// and others. OTOH, it seems to cause a problem in newer games.
- //if (!(_features & GF_SMALL_HEADER) || room != _currentRoom)
+ if (!(_features & GF_SMALL_HEADER) || room != _currentRoom)
startScene(room, 0, 0);
_fullRedraw = 1;
}