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author | James Brown | 2002-11-10 12:59:36 +0000 |
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committer | James Brown | 2002-11-10 12:59:36 +0000 |
commit | ade86f45df69c2ca56b8e538e0758e0c4bf63f07 (patch) | |
tree | e8e7baffcca965915952faa1b8a29353193a1051 /scumm | |
parent | dc9e77461f9d6afa58dac4bd06eab0f78d1fa162 (diff) | |
download | scummvm-rg350-ade86f45df69c2ca56b8e538e0758e0c4bf63f07.tar.gz scummvm-rg350-ade86f45df69c2ca56b8e538e0758e0c4bf63f07.tar.bz2 scummvm-rg350-ade86f45df69c2ca56b8e538e0758e0c4bf63f07.zip |
Hack to prevent decapitation :)
svn-id: r5485
Diffstat (limited to 'scumm')
-rw-r--r-- | scumm/actor.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index 1f1e658b54..b2a62b1fa2 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -456,6 +456,13 @@ void Actor::startAnimActor(int f) break; } + // FIXME: This is a hack to fix decapitation, which somehow occurs only on + // the standFrame (CHORE mode 3). We hack around this by simply using the + // initFrame instead. As far as it goes, I see no difference. Apart from + // keeping my lovely head intact. + if (f == 3 && _vm->_gameId == GID_INDY3_256) + f = initFrame; + if (isInCurrentRoom() && costume) { animProgress = 0; cost.animCounter1 = 0; |