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
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parent
e1d96cba87
commit
41e7bb67e4
1 changed files with 2 additions and 15 deletions
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@ -466,15 +466,7 @@ void ScummEngine_v5::o5_actorOps() {
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a->setPalette(i, j);
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a->setPalette(i, j);
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break;
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break;
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case 12: // SO_TALK_COLOR
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case 12: // SO_TALK_COLOR
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a->_talkColor = getVarOrDirectByte(PARAM_1);
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// Zak256 (and possibly other games) uses actor 0 to
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// indicate that it's the default talk color that is
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// to be changed.
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if (act == 0)
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_string[0].color = getVarOrDirectByte(PARAM_1);
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else
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a->_talkColor = getVarOrDirectByte(PARAM_1);
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break;
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break;
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case 13: // SO_ACTOR_NAME
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case 13: // SO_ACTOR_NAME
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loadPtrToResource(rtActorName, a->_number, NULL);
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loadPtrToResource(rtActorName, a->_number, NULL);
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@ -1315,12 +1307,7 @@ void ScummEngine_v5::o5_ifClassOfIs() {
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while ((_opcode = fetchScriptByte()) != 0xFF) {
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while ((_opcode = fetchScriptByte()) != 0xFF) {
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cls = getVarOrDirectWord(PARAM_1);
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cls = getVarOrDirectWord(PARAM_1);
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b = getClass(act, cls);
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if (!cls) // FIXME: Ender can't remember why this is here,
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b = false; // but it fixes an oddball zak256 crash
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else
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b = getClass(act, cls);
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if (cls & 0x80 && !b || !(cls & 0x80) && b)
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if (cls & 0x80 && !b || !(cls & 0x80) && b)
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cond = false;
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cond = false;
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}
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}
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