[Scummvm-cvs-logs] SF.net SVN: scummvm:[45312] scummvm/trunk/engines/sci/gui/gui_animate.cpp

thebluegr at users.sourceforge.net thebluegr at users.sourceforge.net
Wed Oct 21 22:10:23 CEST 2009


Revision: 45312
          http://scummvm.svn.sourceforge.net/scummvm/?rev=45312&view=rev
Author:   thebluegr
Date:     2009-10-21 20:10:23 +0000 (Wed, 21 Oct 2009)

Log Message:
-----------
Fixed animations in LSL1VGA again

Modified Paths:
--------------
    scummvm/trunk/engines/sci/gui/gui_animate.cpp

Modified: scummvm/trunk/engines/sci/gui/gui_animate.cpp
===================================================================
--- scummvm/trunk/engines/sci/gui/gui_animate.cpp	2009-10-21 19:23:37 UTC (rev 45311)
+++ scummvm/trunk/engines/sci/gui/gui_animate.cpp	2009-10-21 20:10:23 UTC (rev 45312)
@@ -70,9 +70,15 @@
 		//  if we don't abort kAnimate processing, at least in kq5 there will be animation cels drawn into speech boxes.
 		reg_t global84 = _s->script_000->_localsBlock->_locals[84];
 
-		if (!global84.isNull())
-			if (!strcmp(_s->_segMan->getObjectName(global84), "fastCast"))
-				return false;
+		if (!global84.isNull()) {
+			if (!strcmp(_s->_segMan->getObjectName(global84), "fastCast")) {
+				// Now at this point, we could safely assume that the we should abort... right? Wrong!
+				// LSL1VGA does use global variable 84, and it does point to the fastCast object. But
+				// it should not abort. Hooray for another game-specific workaround...
+				if (_s->_gameName != "lsl1sci")
+					return false;
+			}
+		}
 
 		signal = GET_SEL32V(segMan, curObject, signal);
 		if (!(signal & kSignalFrozen)) {


This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.




More information about the Scummvm-git-logs mailing list