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authorTravis Howell2007-02-25 07:23:52 +0000
committerTravis Howell2007-02-25 07:23:52 +0000
commit19d2310b716fe01e711d23b61563fb25d025003b (patch)
treea4bf97bdd2505c1abfea8bb2789454130c249341 /engines/scumm/gfx.cpp
parent87832481de03ee60726620b0a4f78710c077462d (diff)
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Add support for using disks images for Apple II version of Maniac Mansion.
svn-id: r25846
Diffstat (limited to 'engines/scumm/gfx.cpp')
-rw-r--r--engines/scumm/gfx.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index d0350aef40..9426d8dbde 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -1235,13 +1235,13 @@ void ScummEngine_v5::drawFlashlight() {
_flashlight.isDrawn = true;
}
-// C64 Maniac doesn't have a ScummVar for VAR_CURRENT_LIGHTS, and just uses
+// V0 Maniac doesn't have a ScummVar for VAR_CURRENT_LIGHTS, and just uses
// an internal variable. Emulate this to prevent overwriting script vars...
// And V6 games do not use the "lights" at all. There, the whole screen is
// always visible, and actors are always colored, so we fake the correct
// light value for it.
int ScummEngine::getCurrentLights() const {
- if (_game.id == GID_MANIAC && _game.platform == Common::kPlatformC64)
+ if (_game.id == GID_MANIAC && _game.version == 0)
return _currentLights;
else if (_game.version >= 6)
return LIGHTMODE_room_lights_on | LIGHTMODE_actor_use_colors;