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author | Kari Salminen | 2008-08-17 10:43:54 +0000 |
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committer | Kari Salminen | 2008-08-17 10:43:54 +0000 |
commit | a32cae809b5b12c592510285f09e125f7bc9415c (patch) | |
tree | da073b758b0c274b94c8c12178860953ba8131a7 | |
parent | 388b3f0296f0a55b40017c5a1ad2b722218bd8a9 (diff) | |
download | scummvm-rg350-a32cae809b5b12c592510285f09e125f7bc9415c.tar.gz scummvm-rg350-a32cae809b5b12c592510285f09e125f7bc9415c.tar.bz2 scummvm-rg350-a32cae809b5b12c592510285f09e125f7bc9415c.zip |
Forwardport of branch-0-12-0's r33966: Fix to Future Wars's rendering of type 0 overlays (i.e. color sprites). Objects with negative frame values are supposed to be jumped over (Verified with disassembly).
svn-id: r33967
-rw-r--r-- | engines/cine/gfx.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp index cb900e8850..5aa94d8b7f 100644 --- a/engines/cine/gfx.cpp +++ b/engines/cine/gfx.cpp @@ -436,6 +436,9 @@ void FWRenderer::renderOverlay(const Common::List<overlay>::iterator &it) { switch (it->type) { // color sprite case 0: + if (objectTable[it->objIdx].frame < 0) { + return; + } sprite = &animDataTable[objectTable[it->objIdx].frame]; len = sprite->_realWidth * sprite->_height; mask = new byte[len]; |