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authorFilippos Karapetis2014-10-14 01:57:45 +0300
committerFilippos Karapetis2014-10-14 01:57:45 +0300
commit2581c2d46f7ee66c1a5fad17464de0477c8efe75 (patch)
treeed618c83070bbbb620132bb7c6d5643fdb0ae743 /engines/mads/scene.cpp
parent2e87ace09d9898d092ad9f99a12dc075d16deacb (diff)
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MADS: Re-enable the sprite slots handling for V2 games
Diffstat (limited to 'engines/mads/scene.cpp')
-rw-r--r--engines/mads/scene.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/engines/mads/scene.cpp b/engines/mads/scene.cpp
index ad24dd4f60..e8ba988771 100644
--- a/engines/mads/scene.cpp
+++ b/engines/mads/scene.cpp
@@ -497,14 +497,12 @@ void Scene::drawElements(ScreenTransition transitionType, bool surfaceFlag) {
_dirtyAreas.copy(&_backgroundSurface, &_vm->_screen, _posAdjust);
// Handle dirty areas for foreground objects
- if (_vm->getGameID() == GType_RexNebular) // TODO: Implement for V2 games
- _spriteSlots.setDirtyAreas();
+ _spriteSlots.setDirtyAreas();
_textDisplay.setDirtyAreas2();
_dirtyAreas.merge(1, DIRTY_AREAS_SIZE);
// Draw sprites that have changed
- if (_vm->getGameID() == GType_RexNebular) // TODO: Implement for V2 games
- _spriteSlots.drawSprites(&_sceneSurface);
+ _spriteSlots.drawSprites(&_sceneSurface);
// Draw text elements onto the view
_textDisplay.draw(&_vm->_screen);