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author | Paul Gilbert | 2016-07-26 19:48:14 -0400 |
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committer | Paul Gilbert | 2016-07-26 19:48:14 -0400 |
commit | 504cf6ecb688a3f1c65a857bffd527d8b0e6ba63 (patch) | |
tree | 0c0d96d4061c11850c851f0fc981c75a58c20515 /engines/sherlock/animation.cpp | |
parent | d8c28d15ae553d047b7e571f98727fa79ee143f3 (diff) | |
parent | e19922d181e775791f9105b8be7ff410770ede51 (diff) | |
download | scummvm-rg350-504cf6ecb688a3f1c65a857bffd527d8b0e6ba63.tar.gz scummvm-rg350-504cf6ecb688a3f1c65a857bffd527d8b0e6ba63.tar.bz2 scummvm-rg350-504cf6ecb688a3f1c65a857bffd527d8b0e6ba63.zip |
Merge branch 'master' into xeen
Diffstat (limited to 'engines/sherlock/animation.cpp')
-rw-r--r-- | engines/sherlock/animation.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/engines/sherlock/animation.cpp b/engines/sherlock/animation.cpp index 681e71d0f6..4442c1da85 100644 --- a/engines/sherlock/animation.cpp +++ b/engines/sherlock/animation.cpp @@ -23,6 +23,8 @@ #include "sherlock/animation.h" #include "sherlock/sherlock.h" #include "sherlock/scalpel/scalpel_screen.h" +#include "sherlock/scalpel/3do/scalpel_3do_screen.h" + #include "common/algorithm.h" namespace Sherlock { @@ -89,7 +91,7 @@ bool Animation::play(const Common::String &filename, bool intro, int minDelay, i // Draw the sprite. Note that we explicitly use the raw frame below, rather than the ImageFrame, // since we don't want the offsets in the image file to be used, just the explicit position we specify - screen.transBlitFrom(images[imageFrame]._frame, pt); + screen.SHtransBlitFrom(images[imageFrame]._frame, pt); } else { // At this point, either the sprites for the frame has been complete, or there weren't any sprites // at all to draw for the frame @@ -201,7 +203,7 @@ bool Animation::play3DO(const Common::String &filename, bool intro, int minDelay // Draw the sprite. Note that we explicitly use the raw frame below, rather than the ImageFrame, // since we don't want the offsets in the image file to be used, just the explicit position we specify - screen._backBuffer1.transBlitFrom(images[imageFrame]._frame, pt); + screen._backBuffer1.SHtransBlitFrom(images[imageFrame]._frame, pt); if (!fadeActive) screen.slamArea(pt.x, pt.y, images[imageFrame]._frame.w, images[imageFrame]._frame.h); } else { |