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authorPaul Gilbert2014-06-03 19:48:16 -0400
committerPaul Gilbert2014-06-03 19:48:16 -0400
commit475d14ac939d7192cbc0fa763ca2dfe15a2aa71b (patch)
treeafaf125a2047e0c1a619b0b53dcec60e20cd9223 /engines/mads
parentcebb3e340a5c7ab74e7ea1a34a39c7dab0040022 (diff)
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MADS: Fix for reverse sprite cycles
Diffstat (limited to 'engines/mads')
-rw-r--r--engines/mads/sequence.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/mads/sequence.cpp b/engines/mads/sequence.cpp
index 34606bb2bf..07b1451718 100644
--- a/engines/mads/sequence.cpp
+++ b/engines/mads/sequence.cpp
@@ -473,8 +473,8 @@ int SequenceList::startReverseCycle(int srcSpriteIndex, bool flipped, int numTic
int depth = _vm->_game->_scene._depthSurface.getDepth(Common::Point(
frame->_offset.x + frame->w / 2, frame->_offset.y + frame->h / 2));
- return add(srcSpriteIndex, flipped, 1, triggerCountdown, timeoutTicks, extraTicks,
- numTicks, 0, 0, true, 100, depth - 1, 1, ANIMTYPE_REVERSIBLE, 0, 0);
+ return add(srcSpriteIndex, flipped, sprites->getCount(), triggerCountdown, timeoutTicks,
+ extraTicks, numTicks, 0, 0, true, 100, depth - 1, -1, ANIMTYPE_REVERSIBLE, 0, 0);
}
void SequenceList::updateTimeout(int spriteIdx, int seqIndex) {