[Scummvm-cvs-logs] SF.net SVN: scummvm: [23381] scummvm/trunk/engines/scumm/actor.cpp
kirben at users.sourceforge.net
kirben at users.sourceforge.net
Fri Jul 7 09:31:18 CEST 2006
Revision: 23381
Author: kirben
Date: 2006-07-07 00:31:13 -0700 (Fri, 07 Jul 2006)
ViewCVS: http://svn.sourceforge.net/scummvm/?rev=23381&view=rev
Log Message:
-----------
Fix bug #1518523 - FOA: Indy facing the wrong direction in intro. And adjust walk code to closer match original code of earlier games
Modified Paths:
--------------
scummvm/trunk/engines/scumm/actor.cpp
Modified: scummvm/trunk/engines/scumm/actor.cpp
===================================================================
--- scummvm/trunk/engines/scumm/actor.cpp 2006-07-06 21:44:48 UTC (rev 23380)
+++ scummvm/trunk/engines/scumm/actor.cpp 2006-07-07 07:31:13 UTC (rev 23381)
@@ -384,7 +384,12 @@
nextFacing = updateActorDirection(true);
if (!(_moving & MF_IN_LEG) || _facing != nextFacing) {
if (_walkFrame != _frame || _facing != nextFacing) {
- startWalkAnim(1, nextFacing);
+ if (_vm->_game.version <= 6) {
+ startAnimActor(_walkFrame);
+ setDirection(nextFacing);
+ } else {
+ startWalkAnim(1, nextFacing);
+ }
}
_moving |= MF_IN_LEG;
}
@@ -1693,12 +1698,14 @@
if (_moving & MF_LAST_LEG) {
_moving = 0;
setBox(_walkdata.destbox);
- startWalkAnim(3, _walkdata.destdir);
if (_vm->_game.version <= 6) {
+ startAnimActor(_standFrame);
if (!_ignoreTurns && _walkdata.destdir != -1 && _targetFacing != _walkdata.destdir) {
_targetFacing = _walkdata.destdir;
_moving = MF_TURN;
}
+ } else {
+ startWalkAnim(3, _walkdata.destdir);
}
return;
}
@@ -1772,7 +1779,11 @@
} else {
if (_moving & MF_LAST_LEG) {
_moving = 0;
- startWalkAnim(3, _walkdata.destdir);
+ startAnimActor(_standFrame);
+ if (_walkdata.destdir != -1 && _targetFacing != _walkdata.destdir) {
+ _targetFacing = _walkdata.destdir;
+ _moving = MF_TURN;
+ }
} else {
setBox(_walkdata.curbox);
if (_walkbox == _walkdata.destbox) {
@@ -1815,7 +1826,11 @@
if (_moving & MF_LAST_LEG) {
_moving = 0;
- startWalkAnim(3, _walkdata.destdir);
+ startAnimActor(_standFrame);
+ if (_walkdata.destdir != -1 && _targetFacing != _walkdata.destdir) {
+ _targetFacing = _walkdata.destdir;
+ _moving = MF_TURN;
+ }
return;
}
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