From 99037380ee72166e360675cb18ac0671f59a6cfb Mon Sep 17 00:00:00 2001 From: Robert Špalek Date: Sun, 8 Nov 2009 21:35:19 +0000 Subject: Removed old hack for cyclic animations. This makes the hero's walk even smoother. svn-id: r45763 --- engines/draci/animation.cpp | 3 --- engines/draci/script.cpp | 2 ++ 2 files changed, 2 insertions(+), 3 deletions(-) (limited to 'engines/draci') diff --git a/engines/draci/animation.cpp b/engines/draci/animation.cpp index ba98a0ab25..6e1a4e4ad8 100644 --- a/engines/draci/animation.cpp +++ b/engines/draci/animation.cpp @@ -110,9 +110,6 @@ void Animation::nextFrame(bool force) { _shift.x += _relativeShifts[_currentFrame].x; _shift.y += _relativeShifts[_currentFrame].y; _currentFrame = nextFrameNum(); - if (!_currentFrame) { - clearShift(); // TODO: don't do that, but rather let the animation fly away when needed. - } _tick = _vm->_system->getMillis(); // Fetch new frame and mark it dirty diff --git a/engines/draci/script.cpp b/engines/draci/script.cpp index e64525626f..11ac5d3bd0 100644 --- a/engines/draci/script.cpp +++ b/engines/draci/script.cpp @@ -413,6 +413,8 @@ void Script::start(Common::Queue ¶ms) { Animation *anim = _vm->_anims->getAnimation(animID); if (!anim) { + // WORKAROUND: + // // The original game files seem to contain errors, which I have // verified by inspecting their source code. They try to load // each animation before starting it, but fail to anticipate -- cgit v1.2.3