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authorFilippos Karapetis2015-12-26 12:43:18 +0200
committerFilippos Karapetis2015-12-26 12:43:18 +0200
commite231c6753bdc9ccdcae5497ef55af9afcd74edca (patch)
treed48a56855e3f6ec41c776e236a15da46642fae02 /engines/lab
parent0b9126f7749a31541d491dc2e1f8af401766788e (diff)
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LAB: Update music after drawing the map rooms
Diffstat (limited to 'engines/lab')
-rw-r--r--engines/lab/map.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/engines/lab/map.cpp b/engines/lab/map.cpp
index 7d1645f4fa..d96631f330 100644
--- a/engines/lab/map.cpp
+++ b/engines/lab/map.cpp
@@ -337,10 +337,11 @@ void LabEngine::drawMap(uint16 curRoom, uint16 curMsg, uint16 floorNum, bool fad
for (int i = 1; i <= _maxRooms; i++) {
if ((_maps[i]._pageNumber == floorNum) && _roomsFound->in(i) && _maps[i]._x) {
drawRoomMap(i, (bool)(i == curRoom));
- updateMusicAndEvents();
}
}
+ updateMusicAndEvents();
+
// Makes sure the X is drawn in corridors
// NOTE: this here on purpose just in case there's some weird
// condition, like the surreal maze where there are no rooms