From 45831a7324e0b6aad457749c191a96b5e5630c6d Mon Sep 17 00:00:00 2001 From: Peter Kohaut Date: Sat, 9 Mar 2019 21:37:21 +0100 Subject: BLADERUNNER: Fixed McCoy anim in spinner at PS01 McCoy will not disappear prematurely in PS01 when he enters the spinner. --- engines/bladerunner/actor.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index e1a5f98066..2c5b77ccbb 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -191,11 +191,11 @@ void Actor::changeAnimationMode(int animationMode, bool force) { void Actor::setFPS(int fps) { _fps = fps; - if (fps == 0) { + if (fps == 0) { // stop actor's animation _frameMs = 0; - } else if (fps == -1) { + } else if (fps == -1) { // sync actor's animation with scene animation _frameMs = -1000; - } else if (fps == -2) { + } else if (fps == -2) { // set FPS to default from the model _fps = _vm->_sliceAnimations->getFPS(_animationId); _frameMs = 1000 / _fps; } else { @@ -587,6 +587,8 @@ bool Actor::tick(bool forceDraw, Common::Rect *screenRect) { timerUpdate(5); timeLeft = timerLeft(5); needsUpdate = timeLeft <= 0; + } else if (_fps == 0) { + needsUpdate = false; } else if (forceDraw) { needsUpdate = true; timeLeft = 0; -- cgit v1.2.3