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authorJoseph-Eugene Winzer2017-12-31 17:47:08 +0100
committerThierry Crozat2018-01-23 02:15:45 +0000
commit43709a59f32eba9ea1a6dcd3bef1a607c0e77d54 (patch)
treecd7799ff29a3e6d48e180f6830cb239613691274 /engines/supernova/state.cpp
parent45b2c4ea28d29dc0033ab07ebc65c9dfc39ed30d (diff)
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SUPERNOVA: Reverts brightness change
If the brightness is 0, it is faded in at the end of the game loop. In some instances, especially cutscenes, it makes the code harder to understand as in somecases the code expects the brightness to be faded in after having it faded out, set manually to 0 or when you leave a dark room, set by roomBrightness(). Removing it now, would just lead to more confusion during the port of Supernova part 2.
Diffstat (limited to 'engines/supernova/state.cpp')
-rw-r--r--engines/supernova/state.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/engines/supernova/state.cpp b/engines/supernova/state.cpp
index 2330f52773..cd76af94be 100644
--- a/engines/supernova/state.cpp
+++ b/engines/supernova/state.cpp
@@ -2275,6 +2275,8 @@ void GameManager::executeRoom() {
}
roomBrightness();
+ if (_vm->_brightness == 0)
+ _vm->paletteFadeIn();
if (!_currentRoom->hasSeen() && _newRoom) {
_newRoom = false;