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author | Travis Howell | 2007-02-25 07:23:52 +0000 |
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committer | Travis Howell | 2007-02-25 07:23:52 +0000 |
commit | 19d2310b716fe01e711d23b61563fb25d025003b (patch) | |
tree | a4bf97bdd2505c1abfea8bb2789454130c249341 /engines/scumm/gfx.cpp | |
parent | 87832481de03ee60726620b0a4f78710c077462d (diff) | |
download | scummvm-rg350-19d2310b716fe01e711d23b61563fb25d025003b.tar.gz scummvm-rg350-19d2310b716fe01e711d23b61563fb25d025003b.tar.bz2 scummvm-rg350-19d2310b716fe01e711d23b61563fb25d025003b.zip |
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.cpp | 4 |
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; |