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-rw-r--r--engines/scumm/script_v5.cpp17
1 files changed, 2 insertions, 15 deletions
diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp
index 499d13dabd..2b269ee034 100644
--- a/engines/scumm/script_v5.cpp
+++ b/engines/scumm/script_v5.cpp
@@ -466,15 +466,7 @@ void ScummEngine_v5::o5_actorOps() {
a->setPalette(i, j);
break;
case 12: // SO_TALK_COLOR
-
- // Zak256 (and possibly other games) uses actor 0 to
- // indicate that it's the default talk color that is
- // to be changed.
-
- if (act == 0)
- _string[0].color = getVarOrDirectByte(PARAM_1);
- else
- a->_talkColor = getVarOrDirectByte(PARAM_1);
+ a->_talkColor = getVarOrDirectByte(PARAM_1);
break;
case 13: // SO_ACTOR_NAME
loadPtrToResource(rtActorName, a->_number, NULL);
@@ -1315,12 +1307,7 @@ void ScummEngine_v5::o5_ifClassOfIs() {
while ((_opcode = fetchScriptByte()) != 0xFF) {
cls = getVarOrDirectWord(PARAM_1);
-
- if (!cls) // FIXME: Ender can't remember why this is here,
- b = false; // but it fixes an oddball zak256 crash
- else
- b = getClass(act, cls);
-
+ b = getClass(act, cls);
if (cls & 0x80 && !b || !(cls & 0x80) && b)
cond = false;
}