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-rw-r--r--engines/gob/scenery.cpp23
1 files changed, 17 insertions, 6 deletions
diff --git a/engines/gob/scenery.cpp b/engines/gob/scenery.cpp
index 75e242e6c5..a667d6615d 100644
--- a/engines/gob/scenery.cpp
+++ b/engines/gob/scenery.cpp
@@ -923,13 +923,24 @@ void Scenery::writeAnimLayerInfo(uint16 index, uint16 layer,
int16 varDX, int16 varDY, int16 varUnk0, int16 varFrames) {
assert(index < 10);
- assert(layer < _animations[index].layersCount);
- AnimLayer &animLayer = _animations[index].layers[layer];
- WRITE_VAR_OFFSET(varDX, animLayer.animDeltaX);
- WRITE_VAR_OFFSET(varDY, animLayer.animDeltaY);
- WRITE_VAR_OFFSET(varUnk0, animLayer.unknown0);
- WRITE_VAR_OFFSET(varFrames, animLayer.framesCount);
+// WORKAROUND - Fascination Hebrew is using scripts from the CD versions, but of course
+// no CD track, so the anim syncing failed, and the anims were suppressed. But they
+// didn't updated the scripts. Skipping the wrong anims is a solution.
+ if ((_vm->getGameType() == kGameTypeFascination) && (layer >= _animations[index].layersCount)) {
+ WRITE_VAR_OFFSET(varDX, 0);
+ WRITE_VAR_OFFSET(varDY, 0);
+ WRITE_VAR_OFFSET(varUnk0, 0);
+ WRITE_VAR_OFFSET(varFrames, 0);
+ } else {
+ assert(layer < _animations[index].layersCount);
+
+ AnimLayer &animLayer = _animations[index].layers[layer];
+ WRITE_VAR_OFFSET(varDX, animLayer.animDeltaX);
+ WRITE_VAR_OFFSET(varDY, animLayer.animDeltaY);
+ WRITE_VAR_OFFSET(varUnk0, animLayer.unknown0);
+ WRITE_VAR_OFFSET(varFrames, animLayer.framesCount);
+ }
}
int16 Scenery::getStaticLayersCount(uint16 index) {