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-rw-r--r--engines/agi/view.cpp10
1 files changed, 4 insertions, 6 deletions
diff --git a/engines/agi/view.cpp b/engines/agi/view.cpp
index 7adf09378c..655e76ea85 100644
--- a/engines/agi/view.cpp
+++ b/engines/agi/view.cpp
@@ -51,9 +51,8 @@ void AgiEngine::lSetCel(VtEntry *v, int n) {
// It seems there's either a bug with KQ4's logic script 120 (the intro script)
// or flag 64 is not set correctly, which causes the erroneous behavior from the actors
// Check below in lSetLoop for the second part of this workaround
- if (getFeatures() & GF_KQ4)
- if (!(v->flags & UPDATE) && (v->currentView == 172))
- return;
+ if (getFeatures() & GF_KQ4 && !(v->flags & UPDATE) && (v->currentView == 172))
+ return;
currentVc = &currentVl->cel[n];
v->celData = currentVc;
@@ -81,9 +80,8 @@ void AgiEngine::lSetLoop(VtEntry *v, int n) {
// WORKAROUND: This is the second part of the hack to fix the KQ4 introduction.
// Refer above to function lSetCel for the first part and an explanation
// FIXME: Remove this workaround
- if (getFeatures() & GF_KQ4)
- if (!(v->flags & UPDATE) && (v->currentView == 172))
- return;
+ if (getFeatures() & GF_KQ4 && !(v->flags & UPDATE) && (v->currentView == 172))
+ return;
v->loopData = &_game.views[v->currentView].loop[n];
}