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authorNicola Mettifogo2009-01-07 07:35:11 +0000
committerNicola Mettifogo2009-01-07 07:35:11 +0000
commit21fae9d029e1c902c47f59143c1a8f938c694318 (patch)
tree66cd7707f39f40b0a1bb1d5931a9aa33182a3655 /engines/parallaction/parallaction.cpp
parentef05ed7a985062edf978472b76b97ead0946b92b (diff)
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* moved more mask management to BackgroundInfo
* simplified mask management for client code * reduced the clutter into graphics.h by moving the implementations of BackgroundInfo, MaskBuffer and PathBuffer to graphics.cpp * preparation for the full implementation of BRA's PathBuffer svn-id: r35765
Diffstat (limited to 'engines/parallaction/parallaction.cpp')
-rw-r--r--engines/parallaction/parallaction.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/parallaction/parallaction.cpp b/engines/parallaction/parallaction.cpp
index e1f26874e8..426cb7afde 100644
--- a/engines/parallaction/parallaction.cpp
+++ b/engines/parallaction/parallaction.cpp
@@ -456,12 +456,12 @@ void Parallaction::drawAnimations() {
} else {
if (getGameType() == GType_Nippon) {
// Layer in NS depends on where the animation is on the screen, for each animation.
- layer = _gfx->_backgroundInfo->getLayer(anim->getBottom());
+ layer = _gfx->_backgroundInfo->getMaskLayer(anim->getBottom());
} else {
// Layer in BRA is calculated from Z value. For characters it is the same as NS,
// but other animations can have Z set from scripts independently from their
// position on the screen.
- layer = _gfx->_backgroundInfo->getLayer(anim->getZ());
+ layer = _gfx->_backgroundInfo->getMaskLayer(anim->getZ());
}
}