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authorJames Brown2002-11-10 12:59:36 +0000
committerJames Brown2002-11-10 12:59:36 +0000
commitade86f45df69c2ca56b8e538e0758e0c4bf63f07 (patch)
treee8e7baffcca965915952faa1b8a29353193a1051 /scumm
parentdc9e77461f9d6afa58dac4bd06eab0f78d1fa162 (diff)
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Hack to prevent decapitation :)
svn-id: r5485
Diffstat (limited to 'scumm')
-rw-r--r--scumm/actor.cpp7
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;