diff options
-rw-r--r-- | scumm/actor.cpp | 14 |
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 |