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authorFabio Battaglia2009-03-03 20:05:00 +0000
committerFabio Battaglia2009-03-03 20:05:00 +0000
commit7fc8bb81a74f58d46b82b7d555ef3da4c0076ee9 (patch)
tree69ec8806229571f7bb3f0ff1f01c23cbe9b1ed07 /engines/sword1/sword1.cpp
parentea4f25fd308b243a322836d6546f70963363ddf6 (diff)
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Enabled and hopefully fixed GMM saving/loading for sword1
svn-id: r39095
Diffstat (limited to 'engines/sword1/sword1.cpp')
-rw-r--r--engines/sword1/sword1.cpp11
1 files changed, 11 insertions, 0 deletions
diff --git a/engines/sword1/sword1.cpp b/engines/sword1/sword1.cpp
index 28cc1a51d2..d42d90af70 100644
--- a/engines/sword1/sword1.cpp
+++ b/engines/sword1/sword1.cpp
@@ -149,6 +149,7 @@ Common::Error SwordEngine::init() {
}
void SwordEngine::reinitialize(void) {
+ _sound->quitScreen();
_resMan->flush(); // free everything that's currently alloced and opened. (*evil*)
_logic->initialize(); // now reinitialize these objects as they (may) have locked
@@ -729,4 +730,14 @@ bool SwordEngine::mouseIsActive() {
return Logic::_scriptVars[MOUSE_STATUS] & 1;
}
+// The following function is needed to restore proper status after GMM load game
+void SwordEngine::reinitRes(void) {
+ _screen->newScreen(Logic::_scriptVars[NEW_SCREEN]);
+ _logic->newScreen(Logic::_scriptVars[NEW_SCREEN]);
+ _sound->newScreen(Logic::_scriptVars[NEW_SCREEN]);
+ Logic::_scriptVars[SCREEN] = Logic::_scriptVars[NEW_SCREEN];
+ _screen->fullRefresh();
+ _screen->draw();
+}
+
} // End of namespace Sword1