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| author | Paul Gilbert | 2015-03-15 16:20:01 -0400 | 
|---|---|---|
| committer | Paul Gilbert | 2015-03-15 16:20:01 -0400 | 
| commit | 6d8134f7518a2c368a55cfc49ba0a625a9744645 (patch) | |
| tree | 9c2aa91c27289088b31eccc27c174285e760004a | |
| parent | 9caed13d906b852cd90033a2df304d19f0f0e38c (diff) | |
| download | scummvm-rg350-6d8134f7518a2c368a55cfc49ba0a625a9744645.tar.gz scummvm-rg350-6d8134f7518a2c368a55cfc49ba0a625a9744645.tar.bz2 scummvm-rg350-6d8134f7518a2c368a55cfc49ba0a625a9744645.zip  | |
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.cpp | 5 | 
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)  | 
