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authorPaul Gilbert2014-10-08 21:04:06 -0400
committerPaul Gilbert2014-10-08 21:04:06 -0400
commit1c9752cb0274c8b95fd529c3bb3beb8b78bad030 (patch)
treedcdfc6457c535bf00dd2a5114d2041a9f969e9e4 /engines/mads
parent1e38fa204b4f593582417de592d97555bab2f08b (diff)
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MADS: Fix refreshing backgound at start of intro animation
Diffstat (limited to 'engines/mads')
-rw-r--r--engines/mads/nebular/menu_nebular.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/engines/mads/nebular/menu_nebular.cpp b/engines/mads/nebular/menu_nebular.cpp
index 93bc4bada4..52f69884bd 100644
--- a/engines/mads/nebular/menu_nebular.cpp
+++ b/engines/mads/nebular/menu_nebular.cpp
@@ -882,12 +882,16 @@ void AnimationView::loadNextResource() {
if (resEntry._bgFlag)
_vm->_palette->resetGamePalette(1, 8);
+ // Load the new animation
delete _currentAnimation;
_currentAnimation = Animation::init(_vm, &scene);
_currentAnimation->load(scene._backgroundSurface, scene._depthSurface,
resEntry._resourceName, resEntry._bgFlag ? ANIMFLAG_LOAD_BACKGROUND : 0,
nullptr, _sceneInfo);
+ // Signal for a screen refresh
+ scene._spriteSlots.fullRefresh();
+
// If a sound driver has been specified, then load the correct one
if (!_currentAnimation->_header._soundName.empty()) {
const char *chP = strchr(_currentAnimation->_header._soundName.c_str(), '.');