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SHERLOCK: RT: Fix initial facing of characters within scene
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parent
a9ee64f857
commit
2909c968e5
engines/sherlock
@ -180,7 +180,6 @@ void Sprite::clear() {
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_noShapeSize.x = _noShapeSize.y = 0;
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_status = 0;
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_misc = 0;
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_numFrames = 0;
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_altImages = nullptr;
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_altSeq = 0;
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Common::fill(&_stopFrames[0], &_stopFrames[8], (ImageFrame *)nullptr);
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@ -192,7 +191,7 @@ void Sprite::setImageFrame() {
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if (IS_SERRATED_SCALPEL)
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imageNumber = imageNumber + _walkSequences[_sequenceNumber][0] - 2;
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else if (imageNumber > _numFrames)
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else if (imageNumber > _maxFrames)
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imageNumber = 1;
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// Get the images to use
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@ -209,6 +208,8 @@ void Sprite::setImageFrame() {
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// sort of HACK
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imageNumber *= 2;
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}
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} else if (IS_ROSE_TATTOO) {
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--imageNumber;
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}
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// Set the frame pointer
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@ -238,7 +238,6 @@ public:
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Common::Point _noShapeSize; // Size of a NO_SHAPE
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int _status; // Status: open/closed, moved/not moved
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int8 _misc; // Miscellaneous use
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int _numFrames; // How many frames the object has
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// Rose Tattoo fields
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int _startSeq; // Frame sequence starts at
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@ -684,7 +684,7 @@ bool TattooPeople::loadWalk() {
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// Load the images for the character
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_data[idx]->_images = new ImageFile(_data[idx]->_walkVGSName, false);
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_data[idx]->_numFrames = _data[idx]->_images->size();
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_data[idx]->_maxFrames = _data[idx]->_images->size();
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// Load walk sequence data
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Common::String fname = Common::String(_data[idx]->_walkVGSName.c_str(), strchr(_data[idx]->_walkVGSName.c_str(), '.'));
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