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authorPaul Gilbert2013-08-11 16:13:53 -0400
committerPaul Gilbert2013-08-11 16:13:53 -0400
commit9966f195233539dafdf6d01bf70847ddab3b903b (patch)
treee5ebd1b5b3faffeaee7e731298e13345897f4024 /engines
parent9d9833537f98a24b9be37e426917856bb1193be1 (diff)
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TSAGE: Workaround to allow debugging animation scenes easier
Diffstat (limited to 'engines')
-rw-r--r--engines/tsage/ringworld2/ringworld2_logic.cpp6
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) {