[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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