Correct sprite flags in resetSprite

svn-id: r16897
This commit is contained in:
Travis Howell 2005-02-24 11:22:05 +00:00
parent 40771358a6
commit 8a5918aa2e

View File

@ -573,7 +573,7 @@ void ScummEngine_v90he::spriteInfoSet_resetSprite(int spriteId) {
_spriteTable[spriteId].tx = 0;
_spriteTable[spriteId].ty = 0;
_spriteTable[spriteId].flags &= ~(kSF07 | kSFRotated);
_spriteTable[spriteId].flags &= ~(kSF14 | kSF15);
_spriteTable[spriteId].flags |= kSF01 | kSFNeedRedraw;
_spriteTable[spriteId].dx = 0;
_spriteTable[spriteId].dy = 0;
@ -1160,9 +1160,8 @@ void ScummEngine_v90he::spritesProcessWiz(bool arg) {
for (int i = 0; i < _numSpritesToProcess; i++) {
SpriteInfo *spi = _activeSpritesTable[i];
if (!(spi->flags & kSFNeedRedraw)) {
//continue; // HACK
}
if (!(spi->flags & kSFNeedRedraw))
continue;
spr_flags = spi->flags;