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Fixed indy and zak costumes
svn-id: r3618
This commit is contained in:
parent
1ba81a102e
commit
bb0a9a1a5e
11
costume.cpp
11
costume.cpp
@ -726,7 +726,8 @@ byte CostumeRenderer::drawOneSlot(Actor *a, int slot) {
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_srcptr = _loaded._ptr + READ_LE_UINT16(_frameptr + code*2);
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_srcptr = _loaded._ptr + READ_LE_UINT16(_frameptr + code*2);
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if (code != 0x7B) {
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if (code != 0x7B) {
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return mainRoutine(a, slot, code);
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if( _vm->_features & GF_OLD256 && code <0x79)
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return mainRoutine(a, slot, code);
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}
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}
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#endif
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#endif
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@ -786,9 +787,6 @@ void Scumm::cost_decodeData(Actor *a, int frame, uint usemask) {
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int anim;
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int anim;
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LoadedCostume lc;
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LoadedCostume lc;
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if(_gameId == GID_INDY3_256) /*FIXME*/
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return;
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loadCostume(&lc, a->costume);
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loadCostume(&lc, a->costume);
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anim = cost_frameToAnim(a, frame);
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anim = cost_frameToAnim(a, frame);
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@ -813,9 +811,12 @@ void Scumm::cost_decodeData(Actor *a, int frame, uint usemask) {
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i = 0;
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i = 0;
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do {
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do {
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if (mask&0x8000) {
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if (mask&0x8000) {
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if(_features & GF_OLD256) {
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if(_features & GF_OLD256 ) {
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j = 0;
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j = *(r);
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j = *(r);
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r++;
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r++;
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if(j==0xFF)
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j=0xFFFF;
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} else {
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} else {
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j = READ_LE_UINT16(r);
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j = READ_LE_UINT16(r);
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r+=2;
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r+=2;
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