SCUMM: Few changes for animations, dont move while turning & not necessary to call animateactor during startanimactor

This commit is contained in:
Robert Crossfield 2012-02-05 16:35:44 +11:00 committed by Tobias Gunkel
parent 9dd6105ce6
commit 163f698cf0

View File

@ -350,6 +350,10 @@ int Actor::actorWalkStep() {
startWalkAnim(1, nextFacing);
}
_moving |= MF_IN_LEG;
// V0: Don't move during the turn
if(_vm->_game.version == 0)
return 0;
}
if (_walkbox != _walkdata.curbox && _vm->checkXYInBoxBounds(_walkdata.curbox, _pos.x, _pos.y)) {
@ -384,6 +388,10 @@ int Actor::actorWalkStep() {
_moving &= ~MF_IN_LEG;
return 0;
}
if(_vm->_game.version == 0)
((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
return 1;
}
@ -583,8 +591,6 @@ void Actor_v2::walkActor() {
if (_moving & MF_IN_LEG) {
actorWalkStep();
if(_vm->_game.version == 0)
((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
} else {
if (_moving & MF_LAST_LEG) {
_moving = 0;
@ -1886,8 +1892,8 @@ void Actor_v0::startAnimActor(int f) {
if(f == _standFrame)
setDirection(_facing);
else
animateActor(newDirToOldDir(_facing));
//else
// animateActor(newDirToOldDir(_facing));
}
void Actor::animateActor(int anim) {