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authorKari Salminen2008-08-09 19:57:46 +0000
committerKari Salminen2008-08-09 19:57:46 +0000
commit3e5e5f5342c60f7b48ea451751937c214d61dca9 (patch)
treea23651baf29cb99a2a3868dfd91c9394d191e4ed /engines
parent0f0759218471cb79c0e15c67f248ca83176b918d (diff)
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Made type 21 & 22 overlays not be flipped (The oxygen gauge looks actually better when it reaches zero this way although in its fully charged state it still does look a bit off. Disassembly seems to agree with not flipping the overlays so I'm going with this one for now).
svn-id: r33722
Diffstat (limited to 'engines')
-rw-r--r--engines/cine/gfx.cpp9
1 files changed, 2 insertions, 7 deletions
diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp
index ad4ba445a7..0266a605e2 100644
--- a/engines/cine/gfx.cpp
+++ b/engines/cine/gfx.cpp
@@ -1127,16 +1127,11 @@ void OSRenderer::renderOverlay(const Common::List<overlay>::iterator &it) {
// A filled rectangle:
case 22: {
// TODO: Check it this implementation really works correctly (Some things might be wrong, needs testing).
- // The drawn rectangle doesn't seem to be flipped in the original disassembly
- // but looking at the oxygen gauge meter during the first arcade sequence it
- // definitely looks like the drawing should be at least horizontally flipped.
- // So this may very well be wrong but having tested only the first arcade sequence's
- // oxygen gauge this implementation's output *looks* good. It may be wrong still...
assert(it->objIdx < NUM_MAX_OBJECT);
obj = objectTable + it->objIdx;
byte color = obj->part & 0x0F;
- int width = -obj->frame; // Flipped horizontally for now.
- int height = -obj->costume; // Flipped vertically for now.
+ int width = obj->frame;
+ int height = obj->costume;
drawPlainBox(obj->x, obj->y, width, height, color);
debug(5, "renderOverlay: type=%d, x=%d, y=%d, width=%d, height=%d, color=%d",
it->type, obj->x, obj->y, width, height, color);