aboutsummaryrefslogtreecommitdiff
path: root/scumm
diff options
context:
space:
mode:
authorTravis Howell2004-09-19 03:26:47 +0000
committerTravis Howell2004-09-19 03:26:47 +0000
commit8a42691d8752312ee3e14e95a4abc53dbb51dddc (patch)
tree4375ad0de990504ab7cbddb48b7481951f83852a /scumm
parent1475b5ad0dec7cfdbd8bdfb5ce53346cd18f7e93 (diff)
downloadscummvm-rg350-8a42691d8752312ee3e14e95a4abc53dbb51dddc.tar.gz
scummvm-rg350-8a42691d8752312ee3e14e95a4abc53dbb51dddc.tar.bz2
scummvm-rg350-8a42691d8752312ee3e14e95a4abc53dbb51dddc.zip
Missed one spot, needed for costume reset too.
svn-id: r15181
Diffstat (limited to 'scumm')
-rw-r--r--scumm/actor.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index b88a78b3b4..b7567a8dd9 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -492,8 +492,10 @@ void Actor::startAnimActor(int f) {
needRedraw = true;
// V1 - V2 games don't seem to need a cost.reset() at this point.
// Causes Zak to lose his body in several scenes, see bug #771508
- if (_vm->_version >= 3 && f == initFrame)
+ if (_vm->_version >= 3 && f == initFrame) {
cost.reset();
+ auxBlock.visible = false;
+ }
if (_vm->_features & GF_NEW_COSTUMES)
_vm->akos_decodeData(this, f, (uint) - 1);
else
@@ -1358,6 +1360,7 @@ void Actor::setActorCostume(int c) {
if (_vm->_features & GF_NEW_COSTUMES) {
cost.reset();
+ auxBlock.visible = false;
memset(animVariable, 0, sizeof(animVariable));
costume = c;