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authorPaul Gilbert2015-01-18 19:18:00 -0500
committerPaul Gilbert2015-01-18 19:18:00 -0500
commitecdf6412a6d74853ff20cbb7ea5abbdeaa789b63 (patch)
treefcfa7741db107c71098e54b168fdc14fa15a3c11 /engines/xeen
parent07a10855be2f60ae253623c26c8bb0ac38e58af4 (diff)
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XEEN: Fix drawing the game window border
Diffstat (limited to 'engines/xeen')
-rw-r--r--engines/xeen/interface.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/engines/xeen/interface.cpp b/engines/xeen/interface.cpp
index 87259d83bf..8d8b4ab5b9 100644
--- a/engines/xeen/interface.cpp
+++ b/engines/xeen/interface.cpp
@@ -313,10 +313,11 @@ void Interface::assembleBorder() {
Window &gameWindow = screen._windows[28];
// Draw the outer frame
- _globalSprites.draw(gameWindow, 0);
+ _globalSprites.draw(screen._windows[0], 0, Common::Point(8, 8));
// Draw the animating bat character used to show when levitate is active
- _borderSprites.draw(screen, _vm->_party._levitateActive ? _batUIFrame + 16 : 16);
+ _borderSprites.draw(screen._windows[0], _vm->_party._levitateActive ? _batUIFrame + 16 : 16,
+ Common::Point(0, 82));
_batUIFrame = (_batUIFrame + 1) % 12;
// Draw UI element to indicate whether can spot hidden doors