aboutsummaryrefslogtreecommitdiff
path: root/scumm
diff options
context:
space:
mode:
authorMax Horn2003-05-31 16:09:09 +0000
committerMax Horn2003-05-31 16:09:09 +0000
commit2fd98601f720b8fa5296f8e8e06c09388c40c3a7 (patch)
tree47a3248bb868bc4aeb0dd79297c27419cf0b0a52 /scumm
parentda6ca85dfc7be716cd62f89d1476d24a48c59543 (diff)
downloadscummvm-rg350-2fd98601f720b8fa5296f8e8e06c09388c40c3a7.tar.gz
scummvm-rg350-2fd98601f720b8fa5296f8e8e06c09388c40c3a7.tar.bz2
scummvm-rg350-2fd98601f720b8fa5296f8e8e06c09388c40c3a7.zip
ah well. just get rid of this again. this fixes some actor freezes in The Dig statue room, and shouldn't be necessary anymore anyway
svn-id: r8181
Diffstat (limited to 'scumm')
-rw-r--r--scumm/actor.cpp14
1 files changed, 2 insertions, 12 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index 5f8507465b..fa31dcf350 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -929,19 +929,9 @@ void Actor::drawActorCostume() {
bcr->_outheight = _vm->virtscr[0].height;
// If the actor is partially hidden, redraw it next frame.
- // Note: for akos, this only works for codec 1 so far; we need to look
- // if we can (or even should) implement this for the other codecs, too.
+ // Only done for pre-AKOS, though.
if (bcr->drawCostume(cost) & 1) {
- // FIXME: this used to break talking in The Dig because the actor
- // was redrawn too often, which broke the waitForActor opcode.
- // This refined version hopefully will work better.
- //
- // We didn't use to do this for AKOS games at all, only for the classic
- // costumes. And I am not sure the original game did this for AKOS
- // games, either. So maybe this code isn't the correct way to do what
- // it does (which is to fix actor draw problems, see also patch #699980).
- // Would be nice to figure out what the original code does...
- needRedraw = true;
+ needRedraw = !(_vm->_features & GF_NEW_COSTUMES);
}
// Record the vertical extent of the drawn actor