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authorFilippos Karapetis2015-07-04 01:31:23 +0300
committerFilippos Karapetis2015-07-04 01:51:47 +0300
commita211aeffcaa7bdb6da63c8f1397724521ecabd02 (patch)
tree8708ab81e685319274798e015ce85113944f7a02 /engines
parent42480543044c18f955be5a342eda758f3716b3e5 (diff)
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MADS: V2: Re-enable sprite drawing
Diffstat (limited to 'engines')
-rw-r--r--engines/mads/scene.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/engines/mads/scene.cpp b/engines/mads/scene.cpp
index 5662d8349a..ee5f1a5440 100644
--- a/engines/mads/scene.cpp
+++ b/engines/mads/scene.cpp
@@ -500,14 +500,12 @@ void Scene::drawElements(ScreenTransition transitionType, bool surfaceFlag) {
_dirtyAreas.copy(&_backgroundSurface, &_vm->_screen, _posAdjust);
// Handle dirty areas for foreground objects
- if (_vm->getGameID() == GType_RexNebular) // TODO: Implement for V2 games
- _spriteSlots.setDirtyAreas();
+ _spriteSlots.setDirtyAreas();
_textDisplay.setDirtyAreas2();
_dirtyAreas.merge(1, DIRTY_AREAS_SIZE);
// Draw sprites that have changed
- if (_vm->getGameID() == GType_RexNebular) // TODO: Implement for V2 games
- _spriteSlots.drawSprites(&_sceneSurface);
+ _spriteSlots.drawSprites(&_sceneSurface);
// Draw text elements onto the view
_textDisplay.draw(&_vm->_screen);