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author | Paul Gilbert | 2011-04-12 20:16:34 +1000 |
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committer | Paul Gilbert | 2011-04-12 20:16:34 +1000 |
commit | d61ad0153017f67e6eb6aaa87b54c1d6fec566ad (patch) | |
tree | 33dffdba74b9a6e313e950dac9566d5939950c76 /backends/platform/iphone/osys_sound.cpp | |
parent | 1a1e760800c2b99b894879a2debf00c41c08f21d (diff) | |
download | scummvm-rg350-d61ad0153017f67e6eb6aaa87b54c1d6fec566ad.tar.gz scummvm-rg350-d61ad0153017f67e6eb6aaa87b54c1d6fec566ad.tar.bz2 scummvm-rg350-d61ad0153017f67e6eb6aaa87b54c1d6fec566ad.zip |
TSAGE: Reworked the 'probe approaching rocks' cut-scene to work correctly
The problem is the original game presumed that rendering a single frame would take at least 10 ticks (at 60Hz). Since the ScummVM renders it faster than then, the cutscene wasn't working. A new 'ProbeMover' class has been created to ensure the probe shrinking keeps correct pace with the probe's movement.
Diffstat (limited to 'backends/platform/iphone/osys_sound.cpp')
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