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author | Joseph-Eugene Winzer | 2017-12-31 17:47:08 +0100 |
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committer | Thierry Crozat | 2018-01-23 02:15:45 +0000 |
commit | 43709a59f32eba9ea1a6dcd3bef1a607c0e77d54 (patch) | |
tree | cd7799ff29a3e6d48e180f6830cb239613691274 /engines/supernova | |
parent | 45b2c4ea28d29dc0033ab07ebc65c9dfc39ed30d (diff) | |
download | scummvm-rg350-43709a59f32eba9ea1a6dcd3bef1a607c0e77d54.tar.gz scummvm-rg350-43709a59f32eba9ea1a6dcd3bef1a607c0e77d54.tar.bz2 scummvm-rg350-43709a59f32eba9ea1a6dcd3bef1a607c0e77d54.zip |
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')
-rw-r--r-- | engines/supernova/state.cpp | 2 |
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; |