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authorjohndoe1232012-10-14 10:28:44 +0000
committerWillem Jan Palenstijn2013-05-08 20:47:07 +0200
commita724e603dace28b1fc4d1f9036849c119712c93a (patch)
tree29dc6de7e460af111ed752956e4b93709d554116 /engines/neverhood/scene.cpp
parentfa53c0cf8350a873a3278c5debaee1562f51e15b (diff)
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NEVERHOOD: Use CursorMan
- Only update entities according to the current frame rate but run the actual game loop at a faster rate so the mouse cursor movement doesn't get choppy
Diffstat (limited to 'engines/neverhood/scene.cpp')
-rw-r--r--engines/neverhood/scene.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/neverhood/scene.cpp b/engines/neverhood/scene.cpp
index 318a0df10a..bec399af3d 100644
--- a/engines/neverhood/scene.cpp
+++ b/engines/neverhood/scene.cpp
@@ -209,17 +209,17 @@ void Scene::insertMouse433(uint32 fileHash, NRect *mouseRect) {
if (mouseRect)
rect = *mouseRect;
_mouseCursor = new Mouse(_vm, 0x0820C408, rect);
- addSprite(_mouseCursor);
+ addEntity(_mouseCursor);
}
void Scene::insertMouse435(uint32 fileHash, int16 x1, int16 x2) {
_mouseCursor = new Mouse(_vm, fileHash, x1, x2);
- addSprite(_mouseCursor);
+ addEntity(_mouseCursor);
}
void Scene::insertNavigationMouse(uint32 fileHash, int type) {
_mouseCursor = new Mouse(_vm, fileHash, type);
- addSprite(_mouseCursor);
+ addEntity(_mouseCursor);
}
void Scene::showMouse(bool visible) {