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authorMartin Kiewitz2010-07-10 22:27:28 +0000
committerMartin Kiewitz2010-07-10 22:27:28 +0000
commitdf6ead5f93758aa9871594fc3872930eaf9c9d60 (patch)
tree1726168090f06594fd81eb43c5bfc0755f404cc2 /engines/sci/engine/kmisc.cpp
parent5721b75205acd15053430f24e92b8f170478ced0 (diff)
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SCI: calling speed throttler as well from kPalette(setIntensity) if needed - fixes kq6 intro
svn-id: r50794
Diffstat (limited to 'engines/sci/engine/kmisc.cpp')
-rw-r--r--engines/sci/engine/kmisc.cpp23
1 files changed, 1 insertions, 22 deletions
diff --git a/engines/sci/engine/kmisc.cpp b/engines/sci/engine/kmisc.cpp
index 3d206d0358..1ed12c092e 100644
--- a/engines/sci/engine/kmisc.cpp
+++ b/engines/sci/engine/kmisc.cpp
@@ -67,28 +67,7 @@ reg_t kGameIsRestarting(EngineState *s, int argc, reg_t *argv) {
neededSleep = 60;
}
- if (s->_throttleTrigger) {
- // Some games seem to get the duration of main loop initially and then
- // switch of animations for the whole game based on that (qfg2, iceman).
- // We are now running full speed initially to avoid that.
- // It seems like we dont need to do that anymore
- //if (s->_throttleCounter < 50) {
- // s->_throttleCounter++;
- // return s->r_acc;
- //}
-
- uint32 curTime = g_system->getMillis();
- uint32 duration = curTime - s->_throttleLastTime;
-
- if (duration < neededSleep) {
- g_sci->sleep(neededSleep - duration);
- s->_throttleLastTime = g_system->getMillis();
- } else {
- s->_throttleLastTime = curTime;
- }
- s->_throttleTrigger = false;
- }
-
+ s->speedThrottler(neededSleep);
return s->r_acc;
}