aboutsummaryrefslogtreecommitdiff
path: root/engines/scumm/actor.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/scumm/actor.cpp')
-rw-r--r--engines/scumm/actor.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index 0ebe378996..bb3617f8b2 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -528,11 +528,11 @@ void Actor_v2::walkActor() {
new_dir = updateActorDirection(false);
// FIXME: is this correct?
if (_facing != new_dir) {
-
+
// Actor never stops walking when an object has been selected without this
if (_vm->_game.version ==0)
_moving = 0;
-
+
setDirection(new_dir);
} else
@@ -572,9 +572,9 @@ void Actor_v2::walkActor() {
_walkdata.curbox = next_box;
- // WORKAROUND: The route of the meteor landing in the introduction isn't correct.
+ // WORKAROUND: The route of the meteor landing in the introduction isn't correct.
// MM V0 in contrast to MM V2 uses two walkboxes instead of just one. Hence a route
- // from walkbox 1 to 0 is calculated first. This causes the meteor to fly on a
+ // from walkbox 1 to 0 is calculated first. This causes the meteor to fly on a
// horizontal line to walkbox 0 then vertically to the ground.
// To fix this problem, the box-to-box routing has been disabled in room 33.
if (_vm->_game.version == 0 && _vm->_currentRoom == 33) {
@@ -1444,7 +1444,7 @@ void ScummEngine::processActors() {
Actor** end = _sortedActors + numactors;
for (Actor** ac = _sortedActors; ac != end; ++ac) {
Actor* a = *ac;
-
+
// V0 MM: 0x057B
if (_game.version == 0) {
ActorC64 *A = (ActorC64*) a;