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author | Sven Hesse | 2012-05-29 17:12:06 +0200 |
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committer | Sven Hesse | 2012-05-29 17:12:06 +0200 |
commit | be25e31a0a2da25c586a16a16ba9d55053f21524 (patch) | |
tree | 934cd38098f40487466fffb37f831176d6fc56be /engines/gob/draw_v2.cpp | |
parent | aa7c44a070ac6b33411749b66014f80a953b70c5 (diff) | |
download | scummvm-rg350-be25e31a0a2da25c586a16a16ba9d55053f21524.tar.gz scummvm-rg350-be25e31a0a2da25c586a16a16ba9d55053f21524.tar.bz2 scummvm-rg350-be25e31a0a2da25c586a16a16ba9d55053f21524.zip |
GOB: Fix v7 cursors drawn by the scripts
When the cursor name is "", then that cursor is drawn by the scripts
instead of loaded from cursor32.dll. That cursor does not have its own
palette then.
Fixes the cursors in the "paint" game in Adibou2.
Diffstat (limited to 'engines/gob/draw_v2.cpp')
-rw-r--r-- | engines/gob/draw_v2.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/gob/draw_v2.cpp b/engines/gob/draw_v2.cpp index cf82df9c71..ab9a90de8f 100644 --- a/engines/gob/draw_v2.cpp +++ b/engines/gob/draw_v2.cpp @@ -157,13 +157,13 @@ void Draw_v2::animateCursor(int16 cursor) { _cursorHeight - 1, 0, 0); uint32 keyColor = 0; - if (_cursorKeyColors) + if (_doCursorPalettes && _cursorKeyColors && _doCursorPalettes[cursorIndex]) keyColor = _cursorKeyColors[cursorIndex]; CursorMan.replaceCursor(_scummvmCursor->getData(), _cursorWidth, _cursorHeight, hotspotX, hotspotY, keyColor, 1, &_vm->getPixelFormat()); - if (_cursorPalettes) { + if (_doCursorPalettes && _doCursorPalettes[cursorIndex]) { CursorMan.replaceCursorPalette(_cursorPalettes + (cursorIndex * 256 * 3), _cursorPaletteStarts[cursorIndex], _cursorPaletteCounts[cursorIndex]); CursorMan.disableCursorPalette(false); |