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https://github.com/scummvm/scummvm.git
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cleanup - we now know that the frame field in Actor is needed, we just have to figure out how to set it correctly
svn-id: r5978
This commit is contained in:
@@ -263,7 +263,6 @@ void Scumm::saveOrLoad(Serializer *s, uint32 savegameVersion)
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MK_OBSOLETE(Actor, mask, sleByte, VER_V8, VER_V9),
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MKLINE(Actor, shadow_mode, sleByte, VER_V8),
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MKLINE(Actor, visible, sleByte, VER_V8),
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// FIXME - frame is never set and thus always 0! See actor.h comment
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MKLINE(Actor, frame, sleByte, VER_V8),
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MKLINE(Actor, animSpeed, sleByte, VER_V8),
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MKLINE(Actor, animProgress, sleByte, VER_V8),
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+7
-6
@@ -1737,9 +1737,6 @@ void Scumm::o6_actorSet()
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case 228: /* walk script */
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a->walk_script = pop();
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break;
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case 235: /* talk_script */
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a->talk_script = pop();
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break;
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case 229: /* stand */
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a->stopActorMoving();
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a->startAnimActor(a->standFrame);
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@@ -1757,6 +1754,9 @@ void Scumm::o6_actorSet()
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case 234: /* unfreeze actor */
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a->moving &= ~0x7f;
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break;
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case 235: /* talk_script */
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a->talk_script = pop();
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break;
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default:
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error("o6_actorset: default case %d", b);
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}
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@@ -2080,7 +2080,6 @@ void Scumm::o6_wait()
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int actnum = pop();
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Actor *a = derefActorSafe(actnum, "o6_wait:226");
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int offs = (int16)fetchScriptWord();
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if (a && a->isInCurrentRoom() && a->needRedraw) {
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_scriptPointer += offs;
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o6_breakHere();
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@@ -2088,7 +2087,9 @@ void Scumm::o6_wait()
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return;
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}
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case 232:{ /* wait until actor stops turning */
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Actor *a = derefActorSafe(pop(), "o6_wait:226");
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int actnum = pop();
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Actor *a = derefActorSafe(actnum, "o6_wait:232");
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printf("
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int offs = (int16)fetchScriptWord();
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if (a && a->isInCurrentRoom() && a->moving & MF_TURN) {
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_scriptPointer += offs;
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@@ -2788,7 +2789,7 @@ void Scumm::o6_kernelFunction()
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break;
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case 212:
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a = derefActorSafe(args[1], "o6_kernelFunction:212");
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// FIXME - frame is never set and thus always 0! See actor.h comment
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// This is used by walk scripts
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push(a->frame);
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break;
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case 215:
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