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authorPaul Gilbert2015-03-15 16:20:01 -0400
committerPaul Gilbert2015-03-15 16:20:01 -0400
commit6d8134f7518a2c368a55cfc49ba0a625a9744645 (patch)
tree9c2aa91c27289088b31eccc27c174285e760004a
parent9caed13d906b852cd90033a2df304d19f0f0e38c (diff)
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MADS: Revert fix for sprites disappearing on last frame of cutscenes
The fix that kept the sprites on-screen for the last frame before scene changes in the intro/ending sequences was also causing crashes in-game, where the animation is getting freed before the scene update to remove the sprites was done, so it couldn't get the areas of the screen to refresh
-rw-r--r--engines/mads/animation.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/engines/mads/animation.cpp b/engines/mads/animation.cpp
index b48491626d..cf02e7b0b5 100644
--- a/engines/mads/animation.cpp
+++ b/engines/mads/animation.cpp
@@ -436,6 +436,9 @@ void Animation::update() {
if (_vm->_game->_scene._frameStartTime < _nextFrameTimer)
return;
+ // Erase any active sprites
+ eraseSprites();
+
// Validate the current frame
if (_currentFrame >= (int)_miscEntries.size()) {
// Is the animation allowed to be repeated?
@@ -448,8 +451,6 @@ void Animation::update() {
}
}
- eraseSprites();
-
// Handle executing any sound command for this frame
AnimMiscEntry &misc = _miscEntries[_currentFrame];
if (misc._soundId)