aboutsummaryrefslogtreecommitdiff
path: root/engines/touche/saveload.cpp
diff options
context:
space:
mode:
authorGregory Montoir2007-09-29 19:14:38 +0000
committerGregory Montoir2007-09-29 19:14:38 +0000
commit7ca277d2525da7a28b8fe6949970ccbbfd28b1f4 (patch)
treee940f6e824556ad54a718117b069ed8f07564dac /engines/touche/saveload.cpp
parentbdffcca128d8114fe50c0726b72dd149d9b0a815 (diff)
downloadscummvm-rg350-7ca277d2525da7a28b8fe6949970ccbbfd28b1f4.tar.gz
scummvm-rg350-7ca277d2525da7a28b8fe6949970ccbbfd28b1f4.tar.bz2
scummvm-rg350-7ca277d2525da7a28b8fe6949970ccbbfd28b1f4.zip
don't update the screen directly after a gamestate load ; keychars and room background are now redrawn on the same frame (bug #1751226)
svn-id: r29133
Diffstat (limited to 'engines/touche/saveload.cpp')
-rw-r--r--engines/touche/saveload.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/touche/saveload.cpp b/engines/touche/saveload.cpp
index 46e3194644..90eb3665fd 100644
--- a/engines/touche/saveload.cpp
+++ b/engines/touche/saveload.cpp
@@ -328,7 +328,7 @@ void ToucheEngine::loadGameStateData(Common::ReadStream *stream) {
_backdropBuffer, _currentBitmapWidth, _flagsTable[614], _flagsTable[615],
kScreenWidth, kRoomHeight);
updateRoomRegions();
- updateEntireScreen();
+ _fullRedrawCounter = 1;
_roomNeedRedraw = false;
if (_flagsTable[617] != 0) {
res_loadSpeech(_flagsTable[617]);