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author | Paul Gilbert | 2013-10-10 20:46:22 -0400 |
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committer | Paul Gilbert | 2013-10-10 20:46:22 -0400 |
commit | e7df8b60e15b4106a54eaff138316b6568d56517 (patch) | |
tree | 4c6889654625e6ce01cd881806b5e21c295ce595 | |
parent | 5b54a546e0de7a3e2e103667320459695a243d9c (diff) | |
download | scummvm-rg350-e7df8b60e15b4106a54eaff138316b6568d56517.tar.gz scummvm-rg350-e7df8b60e15b4106a54eaff138316b6568d56517.tar.bz2 scummvm-rg350-e7df8b60e15b4106a54eaff138316b6568d56517.zip |
TSAGE: Disable saving in R2R when actors have been copied to the background
-rw-r--r-- | engines/tsage/core.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/engines/tsage/core.cpp b/engines/tsage/core.cpp index 488eacceab..5261081caa 100644 --- a/engines/tsage/core.cpp +++ b/engines/tsage/core.cpp @@ -2814,6 +2814,12 @@ void BackgroundSceneObject::setup2(int visage, int stripFrameNum, int frameNum, void BackgroundSceneObject::copySceneToBackground() { GLOBALS._sceneManager._scene->_backSurface.copyFrom(g_globals->gfxManager().getSurface(), 0, 0); + + // WORKAROUND: Since savegames don't store the active screen data, once we copy the + // foreground objects to the background, we have to prevent the scene being saved. + // I do this the easiest way, by using the existing animationCtr global + if (g_vm->getGameID() == GType_Ringworld2) + ++R2_GLOBALS._animationCtr; } /*--------------------------------------------------------------------------*/ |