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authorMartin Kiewitz2010-07-29 10:48:54 +0000
committerMartin Kiewitz2010-07-29 10:48:54 +0000
commit6b63c951eb3cd218b496c190359ad705ee043791 (patch)
tree6a30be64416355f704ae0a69dee792fa7661473e /engines/sci/graphics/animate.cpp
parent82bf2437e34434a05392754b53853e21d27cfdd5 (diff)
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SCI: updating screen within kAnimate as well - fixes pseudo hang in eq1 credits (bug #3036154)
svn-id: r51459
Diffstat (limited to 'engines/sci/graphics/animate.cpp')
-rw-r--r--engines/sci/graphics/animate.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/engines/sci/graphics/animate.cpp b/engines/sci/graphics/animate.cpp
index a883f572bb..c637ef8374 100644
--- a/engines/sci/graphics/animate.cpp
+++ b/engines/sci/graphics/animate.cpp
@@ -28,6 +28,7 @@
#include "graphics/primitives.h"
#include "sci/sci.h"
+#include "sci/event.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/engine/selector.h"
@@ -597,6 +598,10 @@ void GfxAnimate::kernelAnimate(reg_t listReference, bool cycle, int argc, reg_t
if (_lastCastData.size() > 1)
_s->_throttleTrigger = true;
+ // We update the screen here as well, some scenes like EQ1 credits run w/o calling kGetEvent thus we wouldn't update
+ // screen at all
+ g_sci->getEventManager()->updateScreen();
+
_ports->setPort(oldPort);
}