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author | eriktorbjorn | 2011-05-16 07:07:17 +0200 |
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committer | eriktorbjorn | 2011-05-16 07:07:17 +0200 |
commit | 760e8d4e6e215a760145608ed051341b65929004 (patch) | |
tree | 6dad26577ab048d49fb040494207b08e835b2a21 /engines | |
parent | 5a3aa7a994b772c8f084350f6f80d38a3ae4ddaa (diff) | |
download | scummvm-rg350-760e8d4e6e215a760145608ed051341b65929004.tar.gz scummvm-rg350-760e8d4e6e215a760145608ed051341b65929004.tar.bz2 scummvm-rg350-760e8d4e6e215a760145608ed051341b65929004.zip |
TSAGE: Fix bad palette in the Fleeing planet cutscene
It was using out-of-bounds data to manipulate the palette, and a
missing break caused it to change palette again immediately. Still,
even after this change I had the impression that the temporary
palette was visible for a bit longer in DOSBox. Could be my
imagination, though.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/tsage/ringworld_scenes2.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/engines/tsage/ringworld_scenes2.cpp b/engines/tsage/ringworld_scenes2.cpp index 906f648b9e..4378eac724 100644 --- a/engines/tsage/ringworld_scenes2.cpp +++ b/engines/tsage/ringworld_scenes2.cpp @@ -477,13 +477,14 @@ void Scene1001::Action1::signal() { case 19: { _globals->_soundHandler.startSound(91); byte adjustData[4] = {0xff, 0xff, 0xff, 0}; - _globals->_scenePalette.fade(adjustData, true, 0); + _globals->_scenePalette.fade(adjustData, false, 0); scene->_object1._strip = 7; scene->_object1._frame = 1; scene->_object1.setPosition(Common::Point(314, 112)); scene->_object1.addMover(NULL); setDelay(2); + break; } case 20: _globals->_scenePalette.loadPalette(16); |