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author | Paul Gilbert | 2013-08-11 16:13:53 -0400 |
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committer | Paul Gilbert | 2013-08-11 16:13:53 -0400 |
commit | 9966f195233539dafdf6d01bf70847ddab3b903b (patch) | |
tree | e5ebd1b5b3faffeaee7e731298e13345897f4024 /engines | |
parent | 9d9833537f98a24b9be37e426917856bb1193be1 (diff) | |
download | scummvm-rg350-9966f195233539dafdf6d01bf70847ddab3b903b.tar.gz scummvm-rg350-9966f195233539dafdf6d01bf70847ddab3b903b.tar.bz2 scummvm-rg350-9966f195233539dafdf6d01bf70847ddab3b903b.zip |
TSAGE: Workaround to allow debugging animation scenes easier
Diffstat (limited to 'engines')
-rw-r--r-- | engines/tsage/ringworld2/ringworld2_logic.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/engines/tsage/ringworld2/ringworld2_logic.cpp b/engines/tsage/ringworld2/ringworld2_logic.cpp index cb28d6d60b..f1f9f9fe5a 100644 --- a/engines/tsage/ringworld2/ringworld2_logic.cpp +++ b/engines/tsage/ringworld2/ringworld2_logic.cpp @@ -323,6 +323,12 @@ SceneExt::SceneExt(): Scene() { _savedUiEnabled = false; _savedCanWalk = false; _focusObject = NULL; + + // WORKAROUND: In the original, playing animations don't reset the global _animationCtr + // counter as scene changes unless the playing animation explicitly finishes. For now, + // to make inter-scene debugging easier, I'm explicitly resetting the _animationCtr + // on scene start, since scene objects aren't drawn while it's non-zero + R2_GLOBALS._animationCtr = 0; } void SceneExt::postInit(SceneObjectList *OwnerList) { |