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SCUMM: Few changes for animations, dont move while turning & not necessary to call animateactor during startanimactor
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9dd6105ce6
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@ -350,6 +350,10 @@ int Actor::actorWalkStep() {
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startWalkAnim(1, nextFacing);
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}
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_moving |= MF_IN_LEG;
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// V0: Don't move during the turn
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if(_vm->_game.version == 0)
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return 0;
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}
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if (_walkbox != _walkdata.curbox && _vm->checkXYInBoxBounds(_walkdata.curbox, _pos.x, _pos.y)) {
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@ -384,6 +388,10 @@ int Actor::actorWalkStep() {
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_moving &= ~MF_IN_LEG;
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return 0;
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}
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if(_vm->_game.version == 0)
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((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
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return 1;
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}
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@ -583,8 +591,6 @@ void Actor_v2::walkActor() {
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if (_moving & MF_IN_LEG) {
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actorWalkStep();
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if(_vm->_game.version == 0)
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((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
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} else {
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if (_moving & MF_LAST_LEG) {
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_moving = 0;
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@ -1886,8 +1892,8 @@ void Actor_v0::startAnimActor(int f) {
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if(f == _standFrame)
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setDirection(_facing);
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else
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animateActor(newDirToOldDir(_facing));
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//else
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// animateActor(newDirToOldDir(_facing));
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}
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void Actor::animateActor(int anim) {
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