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authorTorbjörn Andersson2007-12-31 01:20:24 +0000
committerTorbjörn Andersson2007-12-31 01:20:24 +0000
commita38fa007bb0f2e82435b290e70b831a7ddf180dd (patch)
tree4b0ca90fd517d1582fa13ca1344a271d27f990f8 /engines/scumm/gfx.cpp
parentb65cc2904aebe7e95bd9fdeeea0f51593a84598f (diff)
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I thought only Full Throttle used the VAR_BLAST_ABOVE_TEXT variable, but I see
now that it's defined for v8 games as well, so call processUpperActors() from that case too, just to be safe. svn-id: r30091
Diffstat (limited to 'engines/scumm/gfx.cpp')
-rw-r--r--engines/scumm/gfx.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index 0b8be54015..6c66411df7 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -482,6 +482,12 @@ void ScummEngine_v6::drawDirtyScreenParts() {
if (_game.version >= 7 && VAR(VAR_BLAST_ABOVE_TEXT) == 1) {
drawBlastTexts();
drawBlastObjects();
+ if (_game.version == 8) {
+ // Does this case ever happen? We need to draw the
+ // actor over the blast object, so we're forced to
+ // also draw it over the subtitles.
+ processUpperActors();
+ }
} else {
drawBlastObjects();
if (_game.version == 8) {