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authorDenis Kasak2009-07-04 23:05:13 +0000
committerDenis Kasak2009-07-04 23:05:13 +0000
commit960740fe83ee1d1e4cea33f732df4b698d22c479 (patch)
treedd26035f17d3c3e7c3baeb8628f1f29c33302237 /engines/draci/game.cpp
parentfdf9eb84d6f9c59527a06a2571ee80b467dffdd3 (diff)
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Rewrote Sprite::draw() to draw overflowing sprites correctly. Stopped playing animations as soon as they're loaded from Game::loadAnimation().
svn-id: r42111
Diffstat (limited to 'engines/draci/game.cpp')
-rw-r--r--engines/draci/game.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index be29cf9fda..b24d62d36d 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -138,6 +138,9 @@ void Game::init() {
_vm->_script->run(getObject(0)->_program, getObject(0)->_init);
+ // HACK: this is only for testing
+ _vm->_anims->play(getObject(0)->_seqTab[9]);
+
changeRoom(0);
}
@@ -186,7 +189,7 @@ int Game::loadAnimation(uint animNum) {
animationReader.readByte(); // Cyclic field, not used
animationReader.readByte(); // Relative field, not used
- _vm->_anims->addAnimation(animNum, 254, true);
+ _vm->_anims->addAnimation(animNum, 254, false);
for (uint i = 0; i < numFrames; ++i) {
uint spriteNum = animationReader.readUint16LE() - 1;