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authorMartin Kiewitz2009-10-25 20:12:12 +0000
committerMartin Kiewitz2009-10-25 20:12:12 +0000
commitfa627f4233e56f3ecf8d66d52cb598070a84f9ac (patch)
treeec0df96be5cecb9517d0a2cc3479e4a7f2648c7a /engines/sci
parentc0235a268d2717fbcf5c19c25f1cd6bec9f6715f (diff)
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SCI: kGameIsRestarting - another change, setting back delay back to 30msecs, but no delay during initial 50 calls. This seems to make qfg2 and iceman happy.
svn-id: r45376
Diffstat (limited to 'engines/sci')
-rw-r--r--engines/sci/engine/kmisc.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/engines/sci/engine/kmisc.cpp b/engines/sci/engine/kmisc.cpp
index de05410ae8..dc3baefb92 100644
--- a/engines/sci/engine/kmisc.cpp
+++ b/engines/sci/engine/kmisc.cpp
@@ -57,10 +57,16 @@ reg_t kGameIsRestarting(EngineState *s, int argc, reg_t *argv) {
s->restarting_flags &= ~SCI_GAME_WAS_RESTARTED;
}
+ // 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.
+ if (s->_lastAnimateCounter < 50) {
+ s->_lastAnimateCounter++;
+ return s->r_acc;
+ }
uint32 curTime = g_system->getMillis();
uint32 duration = curTime - s->_lastAnimateTime;
- uint32 neededSleep = 10;
+ uint32 neededSleep = 30;
if (duration < neededSleep) {
gfxop_sleep(s->gfx_state, neededSleep - duration);