Use the correct size (I hope) for decoding _C64MaskChar (whatever that is).

This should improve ScummVM's chances of surviving long enough to crash in
the V1 costume renderer instead.

svn-id: r8851
This commit is contained in:
Torbjörn Andersson 2003-07-08 06:28:25 +00:00
parent bf4e574250
commit 7b017fcf7c

View File

@ -1468,7 +1468,7 @@ void Scumm::initRoomSubBlocks() {
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 12), gdi._C64PicMap, roomptr[4] * roomptr[5]);
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 14), gdi._C64ColorMap, roomptr[4] * roomptr[5]);
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 16), gdi._C64MaskMap, roomptr[4] * roomptr[5]);
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 18), gdi._C64MaskChar, READ_LE_UINT16(roomptr + 18));
gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 18), gdi._C64MaskChar, READ_LE_UINT16(roomptr + READ_LE_UINT16(roomptr + 18)));
gdi._C64ObjectMode = true;
} else if (_features & GF_OLD_BUNDLE) {
_IM00_offs = READ_LE_UINT16(roomptr + 0x0A);