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authorTorbjörn Andersson2004-03-12 08:21:01 +0000
committerTorbjörn Andersson2004-03-12 08:21:01 +0000
commit711f925f698594d057d3b5027fe182f1f6d6a5a3 (patch)
tree0b23ceaf43896838096670ff70de8f7a94a311f4
parent6a155e028e70588e26b1d477101526e673c1ba3c (diff)
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Always play the "current music" after restoring a savegame, even if it's 0.
If it is, all that happens is that it silences the music. Otherwise, the current music that was playing before the game was restored will keep playing afterwards. (One example of this: I went into the Hotel Ubu and restored a savegame at the hospital. The piano music kept playing in the background.) svn-id: r13230
-rw-r--r--sword1/logic.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/sword1/logic.cpp b/sword1/logic.cpp
index e9854d51a1..6f273104e2 100644
--- a/sword1/logic.cpp
+++ b/sword1/logic.cpp
@@ -98,8 +98,7 @@ void Logic::newScreen(uint32 screen) {
_scriptVars[GEORGE_WALKING] = 0;
}
SwordEngine::_systemVars.justRestoredGame = 0;
- if (_scriptVars[CURRENT_MUSIC])
- _music->startMusic(_scriptVars[CURRENT_MUSIC], 1);
+ _music->startMusic(_scriptVars[CURRENT_MUSIC], 1);
} else { // if we haven't just restored a game, set George to stand, etc
compact->o_screen = _scriptVars[NEW_SCREEN]; //move the mega/player at this point between screens
fnStandAt(compact, PLAYER, _scriptVars[CHANGE_X], _scriptVars[CHANGE_Y], _scriptVars[CHANGE_DIR], _scriptVars[CHANGE_STANCE], 0,0);