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authorDenis Kasak2009-07-18 03:12:12 +0000
committerDenis Kasak2009-07-18 03:12:12 +0000
commit10e9a780ce870a0273c5d35cbb0ccfb45391087b (patch)
tree6922363dc6b69e293ee5bc8a6241b8e9ac29d8e5 /engines/draci
parent18fda1b2f374e57b10f7ed3bce7e193998cb0014 (diff)
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Made the engine stop the dragon animation when the room changes.
svn-id: r42583
Diffstat (limited to 'engines/draci')
-rw-r--r--engines/draci/game.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index c322a5b286..008c1b6389 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -235,7 +235,6 @@ void Game::loadRoom(int roomNum) {
debugC(4, kDraciLogicDebugLevel, "EscRoom: %d", _currentRoom._escRoom);
debugC(4, kDraciLogicDebugLevel, "Gates: %d", _currentRoom._numGates);
-
// Read in the gates' numbers
Common::Array<int> gates;
@@ -447,6 +446,12 @@ void Game::changeRoom(uint roomNum) {
int oldRoomNum = _currentRoom._roomNum;
+ // TODO: Make objects capable of stopping their own animations
+ GameObject *dragon = getObject(kDragonObject);
+ for (uint i = 0; i < dragon->_anims.size(); ++i) {
+ _vm->_anims->stop(dragon->_anims[i]);
+ }
+
for (uint i = 0; i < _info._numObjects; ++i) {
GameObject *obj = &_objects[i];