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SCUMM: Save the new variables, move the setting of the unknown variable to after the setDirection call
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@ -865,9 +865,6 @@ void Actor::setDirection(int direction) {
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else
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_vm->_costumeLoader->costumeDecodeData(this, _standFrame, 0);
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// 0x2C17
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((ActorC64*) this)->_byte_FD0A = -1;
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_needRedraw = true;
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return;
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}
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@ -901,6 +898,7 @@ void Actor::turnToDirection(int newdir) {
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if (newdir == -1 || _ignoreTurns)
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return;
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// 0x2C17
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if( _vm->_game.version == 0 )
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((ActorC64*) this)->_byte_FD0A = -1;
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@ -2655,7 +2653,6 @@ void ActorC64::animateActor(int anim) {
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if( this->isInCurrentRoom() ) {
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// this->_costCommandNew = anim;
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this->_byte_FD0A = this->_byte_FDE8;
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// 0x273A
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/*switch( anim ) {
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@ -2675,9 +2672,11 @@ void ActorC64::animateActor(int anim) {
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default:
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return;
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}*/
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this->setDirection( dir );
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this->_byte_FD0A = this->_byte_FDE8;
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} else {
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if( anim > 4 ) {
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@ -2696,6 +2695,9 @@ void ActorC64::saveLoadWithSerializer(Serializer *ser) {
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MKLINE(ActorC64, _miscflags, sleByte, VER(84)),
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MKLINE(ActorC64, _speaking, sleByte, VER(84)),
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MKLINE(ActorC64, _speakingPrev, sleByte, VER(84)),
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MKLINE(ActorC64, _byte_FD0A, sleByte, VER(89)),
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MKLINE(ActorC64, _byte_FDE8, sleByte, VER(89)),
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MKARRAY(ActorC64, _byte_FCE2, sleInt8, 8, VER(89)),
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MKEND()
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};
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@ -47,7 +47,7 @@ namespace Scumm {
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* only saves/loads those which are valid for the version of the savegame
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* which is being loaded/saved currently.
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*/
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#define CURRENT_VER 88
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#define CURRENT_VER 89
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/**
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* An auxillary macro, used to specify savegame versions. We use this instead
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