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authorSven Hesse2011-01-21 19:15:10 +0000
committerSven Hesse2011-01-21 19:15:10 +0000
commit9e338a170f8253fea2accf2b95f44806dfdf24f8 (patch)
treee759a9c97e30fbe123112639a881ef0a3b6d1981 /engines/gob/save/saveload_v3.cpp
parent0e33dd91645bb26c51731cc79b2f142b3883047c (diff)
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GOB: Add support for saving true color sprites
Not exactly the "nice", since up-depthing the sprite data to 24bit happens after it has been adapted to the current system's color format, so we're going to gradually lose precision when the save gets passed around different systems. Still, this is the least headachy solution, I guess... svn-id: r55383
Diffstat (limited to 'engines/gob/save/saveload_v3.cpp')
-rw-r--r--engines/gob/save/saveload_v3.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/gob/save/saveload_v3.cpp b/engines/gob/save/saveload_v3.cpp
index bb60f94725..098b8e1160 100644
--- a/engines/gob/save/saveload_v3.cpp
+++ b/engines/gob/save/saveload_v3.cpp
@@ -439,7 +439,7 @@ bool SaveLoad_v3::ScreenshotHandler::load(int16 dataVar, int32 size, int32 offse
if ((slot >= kSlotCount) || (slotRem != 0))
return false;
- if (!TempSpriteHandler::createSprite(dataVar, size, offset))
+ if (!TempSpriteHandler::createFromSprite(dataVar, size, offset))
return false;
if (!_gameHandler->loadScreenshot(slot, _sprite))