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authorColin Snover2016-08-28 20:42:27 -0500
committerColin Snover2016-09-29 19:39:16 -0500
commit39a3b67522dba724d0d7a6301759d3fcf5cf064e (patch)
tree15859a5c33b9ba04121486f7fa526ad233ccb848 /engines/sci/graphics
parent209fe0f92afea74e170d97c9ff0f697242fcac36 (diff)
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SCI32: Skip SEQ playback if file not found
CID 1361588.
Diffstat (limited to 'engines/sci/graphics')
-rw-r--r--engines/sci/graphics/video32.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/engines/sci/graphics/video32.cpp b/engines/sci/graphics/video32.cpp
index dbbe32eac6..506cde7b17 100644
--- a/engines/sci/graphics/video32.cpp
+++ b/engines/sci/graphics/video32.cpp
@@ -58,7 +58,10 @@ SEQPlayer::SEQPlayer(SegManager *segMan) :
void SEQPlayer::play(const Common::String &fileName, const int16 numTicks, const int16 x, const int16 y) {
delete _decoder;
_decoder = new SEQDecoder(numTicks);
- _decoder->loadFile(fileName);
+ if (!_decoder->loadFile(fileName)) {
+ warning("[SEQPlayer::play]: Failed to load %s", fileName.c_str());
+ return;
+ }
// NOTE: In the original engine, video was output directly to the hardware,
// bypassing the game's rendering engine. Instead of doing this, we use a