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author | Paul Gilbert | 2015-06-03 18:37:54 -0400 |
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committer | Paul Gilbert | 2015-06-03 18:37:54 -0400 |
commit | 2cec902479ba77dc411f42be2ec51e3a9795a340 (patch) | |
tree | 0d1b8f29f3197bc0700544548cc004244befe819 /engines/sherlock/tattoo | |
parent | 12e4152429339c79855950993271ae0e2af920f3 (diff) | |
download | scummvm-rg350-2cec902479ba77dc411f42be2ec51e3a9795a340.tar.gz scummvm-rg350-2cec902479ba77dc411f42be2ec51e3a9795a340.tar.bz2 scummvm-rg350-2cec902479ba77dc411f42be2ec51e3a9795a340.zip |
SHERLOCK: Fix issues with drawAllShapes
Diffstat (limited to 'engines/sherlock/tattoo')
-rw-r--r-- | engines/sherlock/tattoo/tattoo_scene.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/engines/sherlock/tattoo/tattoo_scene.cpp b/engines/sherlock/tattoo/tattoo_scene.cpp index 12922b2245..9569b4c3b4 100644 --- a/engines/sherlock/tattoo/tattoo_scene.cpp +++ b/engines/sherlock/tattoo/tattoo_scene.cpp @@ -96,14 +96,13 @@ void TattooScene::drawAllShapes() { } // Queue drawing the animation if it is NORMAL and can fall in front of, or behind the people - if (_activeCAnim._imageFrame != nullptr && (_activeCAnim._zPlacement == NORMAL_BEHIND) || _activeCAnim._zPlacement == NORMAL_FORWARD) { + if (_activeCAnim._imageFrame != nullptr && (_activeCAnim._zPlacement == NORMAL_BEHIND || _activeCAnim._zPlacement == NORMAL_FORWARD)) { if (_activeCAnim._scaleVal == 256) - if (_activeCAnim._scaleVal == 256) - shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame->_offset.y + - _activeCAnim._imageFrame->_height)); - else - shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame->sDrawYOffset(_activeCAnim._scaleVal) + - _activeCAnim._imageFrame->sDrawYSize(_activeCAnim._scaleVal))); + shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame->_offset.y + + _activeCAnim._imageFrame->_height)); + else + shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame->sDrawYOffset(_activeCAnim._scaleVal) + + _activeCAnim._imageFrame->sDrawYSize(_activeCAnim._scaleVal))); } // Queue all active characters for drawing |