[Scummvm-cvs-logs] CVS: scummvm/scumm actor.cpp,1.118,1.119

Max Horn fingolfin at users.sourceforge.net
Sat May 31 09:47:13 CEST 2003


Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1:/tmp/cvs-serv917

Modified Files:
	actor.cpp 
Log Message:
ah well. just get rid of this again. this fixes some actor freezes in The Dig statue room, and shouldn't be necessary anymore anyway

Index: actor.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/actor.cpp,v
retrieving revision 1.118
retrieving revision 1.119
diff -u -d -r1.118 -r1.119
--- actor.cpp	31 May 2003 14:27:47 -0000	1.118
+++ actor.cpp	31 May 2003 16:09:09 -0000	1.119
@@ -929,19 +929,9 @@
 	bcr->_outheight = _vm->virtscr[0].height;
 
 	// If the actor is partially hidden, redraw it next frame.
-	// Note: for akos, this only works for codec 1 so far; we need to look
-	// if we can (or even should) implement this for the other codecs, too.
+	// Only done for pre-AKOS, though.
 	if (bcr->drawCostume(cost) & 1) {
-		// FIXME: this used to break talking in The Dig because the actor
-		// was redrawn too often, which broke the waitForActor opcode.
-		// This refined version hopefully will work better.
-		//
-		// We didn't use to do this for AKOS games at all, only for the classic
-		// costumes. And I am not sure the original game did this for AKOS
-		// games, either. So maybe this code isn't the correct way to do what
-		// it does (which is to fix actor draw problems, see also patch #699980).
-		// Would be nice to figure out what the original code does...
-		needRedraw = true;
+		needRedraw = !(_vm->_features & GF_NEW_COSTUMES);
 	}
 
 	// Record the vertical extent of the drawn actor





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