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author | Paul Gilbert | 2015-03-15 16:20:01 -0400 |
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committer | Paul Gilbert | 2015-03-15 16:20:01 -0400 |
commit | 6d8134f7518a2c368a55cfc49ba0a625a9744645 (patch) | |
tree | 9c2aa91c27289088b31eccc27c174285e760004a /engines/mads | |
parent | 9caed13d906b852cd90033a2df304d19f0f0e38c (diff) | |
download | scummvm-rg350-6d8134f7518a2c368a55cfc49ba0a625a9744645.tar.gz scummvm-rg350-6d8134f7518a2c368a55cfc49ba0a625a9744645.tar.bz2 scummvm-rg350-6d8134f7518a2c368a55cfc49ba0a625a9744645.zip |
MADS: Revert fix for sprites disappearing on last frame of cutscenes
The fix that kept the sprites on-screen for the last frame before scene
changes in the intro/ending sequences was also causing crashes in-game,
where the animation is getting freed before the scene update to remove
the sprites was done, so it couldn't get the areas of the screen to
refresh
Diffstat (limited to 'engines/mads')
-rw-r--r-- | engines/mads/animation.cpp | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/engines/mads/animation.cpp b/engines/mads/animation.cpp index b48491626d..cf02e7b0b5 100644 --- a/engines/mads/animation.cpp +++ b/engines/mads/animation.cpp @@ -436,6 +436,9 @@ void Animation::update() { if (_vm->_game->_scene._frameStartTime < _nextFrameTimer) return; + // Erase any active sprites + eraseSprites(); + // Validate the current frame if (_currentFrame >= (int)_miscEntries.size()) { // Is the animation allowed to be repeated? @@ -448,8 +451,6 @@ void Animation::update() { } } - eraseSprites(); - // Handle executing any sound command for this frame AnimMiscEntry &misc = _miscEntries[_currentFrame]; if (misc._soundId) |