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author | Filippos Karapetis | 2015-10-22 23:22:37 +0300 |
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committer | Filippos Karapetis | 2015-10-22 23:23:07 +0300 |
commit | 0f27b68d579319f26d358da094f7ab180b8df312 (patch) | |
tree | f07d5d6c4fb1820bd14b2e2643c6985557b98e00 /engines/mads | |
parent | 91bc69b1a30e4146bd0c135358249dd7bb436e99 (diff) | |
download | scummvm-rg350-0f27b68d579319f26d358da094f7ab180b8df312.tar.gz scummvm-rg350-0f27b68d579319f26d358da094f7ab180b8df312.tar.bz2 scummvm-rg350-0f27b68d579319f26d358da094f7ab180b8df312.zip |
MADS: Phantom: Disable auto camera adjust code for V2 games, for now
Diffstat (limited to 'engines/mads')
-rw-r--r-- | engines/mads/animation.cpp | 32 |
1 files changed, 18 insertions, 14 deletions
diff --git a/engines/mads/animation.cpp b/engines/mads/animation.cpp index 1c492bbee5..0b0e28ad05 100644 --- a/engines/mads/animation.cpp +++ b/engines/mads/animation.cpp @@ -464,21 +464,25 @@ void Animation::update() { scene._spriteSlots.fullRefresh(); } - // Handle any offset adjustment for sprites as of this frame - bool paChanged = false; - if (scene._posAdjust.x != misc._posAdjust.x) { - scene._posAdjust.x = misc._posAdjust.x; - paChanged = true; - } - if (scene._posAdjust.y != misc._posAdjust.y) { - scene._posAdjust.y = misc._posAdjust.y; - paChanged = true; - } + bool isV2 = (_vm->getGameID() != GType_RexNebular); + if (!isV2) { + // Handle any offset adjustment for sprites as of this frame + // FIXME: This doesn't work properly for Phantom scene 101 + bool paChanged = false; + if (scene._posAdjust.x != misc._posAdjust.x) { + scene._posAdjust.x = misc._posAdjust.x; + paChanged = true; + } + if (scene._posAdjust.y != misc._posAdjust.y) { + scene._posAdjust.y = misc._posAdjust.y; + paChanged = true; + } - if (paChanged) { - int newIndex = scene._spriteSlots.add(); - scene._spriteSlots[newIndex]._seqIndex = -1; - scene._spriteSlots[newIndex]._flags = IMG_REFRESH; + if (paChanged) { + int newIndex = scene._spriteSlots.add(); + scene._spriteSlots[newIndex]._seqIndex = -1; + scene._spriteSlots[newIndex]._flags = IMG_REFRESH; + } } // Main frame animation loop - frames get animated by being placed, as necessary, into the |