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authorPeter Kohaut2019-03-09 21:37:21 +0100
committerPeter Kohaut2019-03-09 22:16:38 +0100
commit45831a7324e0b6aad457749c191a96b5e5630c6d (patch)
tree04e651c13eac1ae9f685240ad71850694de58a36
parentacb51d0e724a256e32959f805f0583d9000351f4 (diff)
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BLADERUNNER: Fixed McCoy anim in spinner at PS01
McCoy will not disappear prematurely in PS01 when he enters the spinner.
-rw-r--r--engines/bladerunner/actor.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index e1a5f98066..2c5b77ccbb 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -191,11 +191,11 @@ void Actor::changeAnimationMode(int animationMode, bool force) {
void Actor::setFPS(int fps) {
_fps = fps;
- if (fps == 0) {
+ if (fps == 0) { // stop actor's animation
_frameMs = 0;
- } else if (fps == -1) {
+ } else if (fps == -1) { // sync actor's animation with scene animation
_frameMs = -1000;
- } else if (fps == -2) {
+ } else if (fps == -2) { // set FPS to default from the model
_fps = _vm->_sliceAnimations->getFPS(_animationId);
_frameMs = 1000 / _fps;
} else {
@@ -587,6 +587,8 @@ bool Actor::tick(bool forceDraw, Common::Rect *screenRect) {
timerUpdate(5);
timeLeft = timerLeft(5);
needsUpdate = timeLeft <= 0;
+ } else if (_fps == 0) {
+ needsUpdate = false;
} else if (forceDraw) {
needsUpdate = true;
timeLeft = 0;