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authorFilippos Karapetis2015-12-13 17:00:47 +0200
committerWillem Jan Palenstijn2015-12-23 21:34:02 +0100
commitff43ec7e868b0b707ee5584bc004c593c3bd70ef (patch)
tree5fe3a6e96bdbaeeb64c6d5db3803fa1d754ffc9e
parent0dcfd74b840c6bdeb3b5dbd431a1354d9c1f47ce (diff)
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LAB: Now that timing works correctly, disable some annoying delays
-rw-r--r--engines/lab/anim.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/engines/lab/anim.cpp b/engines/lab/anim.cpp
index 347841d8d1..ae4fb80df2 100644
--- a/engines/lab/anim.cpp
+++ b/engines/lab/anim.cpp
@@ -314,9 +314,14 @@ void Anim::readDiff(byte *buffer, bool playOnce, bool onlyDiffData) {
_diffFile += 2;
_headerdata._height = READ_LE_UINT16(_diffFile);
_diffFile += 2;
- _headerdata._depth = _diffFile[0];
+ _headerdata._depth = *_diffFile;
_diffFile++;
- _headerdata._fps = _diffFile[0];
+ _headerdata._fps = *_diffFile;
+ // HACK: The original game defines a 1 second delay when changing screens, which is
+ // very annoying. In this case, we just set it to no delay, to make the game a bit
+ // less frustrating
+ if (_headerdata._fps == 1)
+ _headerdata._fps = 0;
_diffFile++;
_headerdata._bufferSize = READ_LE_UINT32(_diffFile);
_diffFile += 4;