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author | Thierry Crozat | 2016-04-12 21:51:36 +0100 |
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committer | Thierry Crozat | 2016-04-12 22:19:43 +0100 |
commit | e3cb949b95b1b6caa4239c4ee15ebcc6dec8063a (patch) | |
tree | 3f52d7568fe2bc7b33d2c1bf2e475cb05f53f6e1 /engines/sherlock/detection.cpp | |
parent | 6cd76152a554bdffb832e409183fbd6b0fd7bcb3 (diff) | |
download | scummvm-rg350-e3cb949b95b1b6caa4239c4ee15ebcc6dec8063a.tar.gz scummvm-rg350-e3cb949b95b1b6caa4239c4ee15ebcc6dec8063a.tar.bz2 scummvm-rg350-e3cb949b95b1b6caa4239c4ee15ebcc6dec8063a.zip |
DRASCULA: Fix wrong background for inventory in chapter 6
This was a regression from commit fa3d3e3 and this fixes part of
bug #7113 DRASCULA: Serious sprite glitches.
The original uses extraSurface to draw text in draw_abc() in the
Spanish version while other languages use tableSurface. But in
ScummVM this was changed to use tableSurface for all languages.
However this caused an issue in chapter 6 when displaying the
inventory has it is also using tableSurface, as it was for all languages
in the original. While using the same surface works for other
languages, in the Spanish version we get the wrong background in
the inventory.
Rather than revert to using extraSurface for drawing text which is
a big change and impact all the chapters, I have opted to simply
swap the usage of the tableSurface and extraSurface in chapter 6
for the Spanish version compared to the original engine. The
changes therefore only impact chapter 6 and only the Spanish
version. I played the chapter in full to check that it indeed works
without causing adverse effects.
Diffstat (limited to 'engines/sherlock/detection.cpp')
0 files changed, 0 insertions, 0 deletions