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authorJames Brown2003-05-03 07:23:53 +0000
committerJames Brown2003-05-03 07:23:53 +0000
commitffdeb38b80721623260ab120666aef217c170fd7 (patch)
tree19c42ca6fefafc818999a8c56dfd6c449f3b50e6 /scumm/script_v5.cpp
parente3ca8320c1959ed3efb5440d3d9687def4bce425 (diff)
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Fix assert with hack return. Need to fix these !a things properly one day.
svn-id: r7277
Diffstat (limited to 'scumm/script_v5.cpp')
-rw-r--r--scumm/script_v5.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp
index b489857b6e..c2ea50b082 100644
--- a/scumm/script_v5.cpp
+++ b/scumm/script_v5.cpp
@@ -883,7 +883,9 @@ void Scumm_v5::o5_faceActor() {
obj = getVarOrDirectWord(0x40);
a = derefActorSafe(act, "o5_faceActor");
- assert(a);
+ if (!a)
+ return;
+ //assert(a);
a->faceToObject(obj);
}
@@ -1327,7 +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;
}