These zakTowns specific changes aren't explained and don't match original code. If problems still occur, add bug reports with details.

svn-id: r20967
This commit is contained in:
Travis Howell 2006-02-28 01:14:02 +00:00
parent e1d96cba87
commit 41e7bb67e4

View file

@ -466,14 +466,6 @@ void ScummEngine_v5::o5_actorOps() {
a->setPalette(i, j); a->setPalette(i, j);
break; break;
case 12: // SO_TALK_COLOR case 12: // SO_TALK_COLOR
// Zak256 (and possibly other games) uses actor 0 to
// indicate that it's the default talk color that is
// to be changed.
if (act == 0)
_string[0].color = getVarOrDirectByte(PARAM_1);
else
a->_talkColor = getVarOrDirectByte(PARAM_1); a->_talkColor = getVarOrDirectByte(PARAM_1);
break; break;
case 13: // SO_ACTOR_NAME case 13: // SO_ACTOR_NAME
@ -1315,12 +1307,7 @@ void ScummEngine_v5::o5_ifClassOfIs() {
while ((_opcode = fetchScriptByte()) != 0xFF) { while ((_opcode = fetchScriptByte()) != 0xFF) {
cls = getVarOrDirectWord(PARAM_1); cls = getVarOrDirectWord(PARAM_1);
if (!cls) // FIXME: Ender can't remember why this is here,
b = false; // but it fixes an oddball zak256 crash
else
b = getClass(act, cls); b = getClass(act, cls);
if (cls & 0x80 && !b || !(cls & 0x80) && b) if (cls & 0x80 && !b || !(cls & 0x80) && b)
cond = false; cond = false;
} }