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Fixed the two animation FIXMEs
svn-id: r32325
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parent
9d13d90d4f
commit
2675cd38a6
@ -616,10 +616,15 @@ void DrasculaEngine::animation_2_1() {
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if (anima("rap.bin", 16))
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break;
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sentido_hare = 3;
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// FIXME: the room number is changed here to "no_bj". Is it
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// possible to use loadPic("no_bj.alg") instead?
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loadPic("no_bj.alg"); // is this ok?
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//strcpy(num_room, "no_bj.alg");
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// The room number was originally changed here to "no_bj.alg",
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// which doesn't exist. In reality, this was just a hack to
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// set the room number to a non-existant one, so that BJ does
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// not appear again when the room is refreshed after the
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// animation where Count Drascula abducts her. We set the
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// room number to -1 for the same purpose
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// Also check animation_9_6(), where the same hack was used by
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// the original
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roomNumber = -1;
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if ((term_int == 1) || (getscan() == Common::KEYCODE_ESCAPE))
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break;
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pause(8);
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@ -2416,12 +2421,14 @@ void DrasculaEngine::animation_9_6() {
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hare_x = -1;
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obj_saliendo = 108;
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carga_escoba("59.ald");
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// FIXME: the room number is changed here to "nada". Not
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// sure if this makes any difference, as loadPic is called
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// right afterwards. Is it possible to use loadPic("nada.alg")
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// instead?
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loadPic("nada.alg"); // is this ok?
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//strcpy(num_room, "nada.alg");
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// The room number was originally changed here to "nada.alg",
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// which is a non-existant file. In reality, this was just a
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// hack to set the room number to a non-existant one, so that
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// room sprites do not appear again when the room is refreshed.
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// We set the room number to -1 for the same purpose.
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// Also check animation_2_1(), where the same hack was used
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// by the original
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roomNumber = -1;
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loadPic("nota2.alg");
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decompressPic(dir_dibujo1, HALF_PAL);
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black();
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