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authorTravis Howell2005-10-29 04:48:47 +0000
committerTravis Howell2005-10-29 04:48:47 +0000
commit9845fab51b2e58075d2b3c8a614147b50f68c362 (patch)
treed6aded3fec246dd84f0d13b3b204441d90af1f9a /scumm
parent04e3dafcdbb5ab474a9d319ed706d5968b091ee4 (diff)
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Add additional checks in later HE games.
svn-id: r19359
Diffstat (limited to 'scumm')
-rw-r--r--scumm/actor.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index 0017b10191..a093833a83 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -1144,13 +1144,13 @@ void Actor::drawActorCostume(bool hitTestMode) {
bcr->_skipLimbs = (_heSkipLimbs != 0);
bcr->_paletteNum = _hePaletteNum;
- if (_vm->_heversion >= 80 && _heNoTalkAnimation == 0) {
- _heCondMask = (_heCondMask & ~0x3FF) | 1;
- if (_vm->getTalkingActor() == _number) {
- // Checks if talk sound is active?
- // Otherwise just do rand animation
- int rnd = _vm->_rnd.getRandomNumberRng(1, 10);
- setTalkCondition(rnd);
+ if (_vm->_heversion >= 80 && _heNoTalkAnimation == 0 && _animProgress == 0) {
+ if (_vm->getTalkingActor() == _number && !_vm->_string[0].no_talk_anim) {
+ // Get sound var 19 of sound 1, if sound code is active.
+ // Otherwise choose random animation
+ setTalkCondition(_vm->_rnd.getRandomNumberRng(1, 10));
+ } else {
+ setTalkCondition(1);
}
}
_heNoTalkAnimation = 0;