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author | Torbjörn Andersson | 2004-03-12 08:21:01 +0000 |
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committer | Torbjörn Andersson | 2004-03-12 08:21:01 +0000 |
commit | 711f925f698594d057d3b5027fe182f1f6d6a5a3 (patch) | |
tree | 0b23ceaf43896838096670ff70de8f7a94a311f4 | |
parent | 6a155e028e70588e26b1d477101526e673c1ba3c (diff) | |
download | scummvm-rg350-711f925f698594d057d3b5027fe182f1f6d6a5a3.tar.gz scummvm-rg350-711f925f698594d057d3b5027fe182f1f6d6a5a3.tar.bz2 scummvm-rg350-711f925f698594d057d3b5027fe182f1f6d6a5a3.zip |
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.cpp | 3 |
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); |