[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)) {
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