diff -ur ScummVM-cvs20020923/scummvm/scumm/actor.cpp ScummVM-cvs20020923+hack/scummvm/scumm/actor.cpp
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859 | 859 | if (!needRedraw) |
860 | 860 | return; |
861 | 861 | |
862 | | // FIXME: ugly fix for samnmax inventory (otherwise actors get drawn over the |
863 | | // inventory). We make an exception for room 66 (the Car Bomb game), for otherwise |
864 | | // that will be drawn incorrectly. Oh well.... |
865 | | if (_vm->_gameId == GID_SAMNMAX && _vm->getState(995) && _vm->_currentRoom != 66) |
866 | | return; |
867 | | |
868 | 862 | needRedraw = false; |
869 | 863 | |
870 | 864 | setupActorScale(); |
diff -ur ScummVM-cvs20020923/scummvm/scumm/object.cpp ScummVM-cvs20020923+hack/scummvm/scumm/object.cpp
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375 | 375 | |
376 | 376 | if (numstrip != 0) { |
377 | 377 | byte flags = Gdi::dbAllowMaskOr; |
378 | | if (_features & GF_AFTER_V7 && getClass(od->obj_nr, 22)) |
| 378 | // Sam & Max needs this to fix object-layering problems with |
| 379 | // the inventory and conversation icons. |
| 380 | if ((_features & GF_AFTER_V7 || _gameId == GID_SAMNMAX) && getClass(od->obj_nr, 22)) |
379 | 381 | flags |= Gdi::dbDrawMaskOnBoth; |
380 | 382 | gdi.drawBitmap(ptr, _curVirtScreen, x, ypos, height, x - xpos, numstrip, flags); |
381 | 383 | } |