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authorTorbjörn Andersson2008-11-09 14:35:45 +0000
committerTorbjörn Andersson2008-11-09 14:35:45 +0000
commitb7991b6ad8c5efcf84de2b252383c18e5bb66f09 (patch)
treeebaddcd90ff543881b21cf6df7e72f792d3364ee /engines
parentd896c892e5e78614b2faec9c175cfd1330a0bc55 (diff)
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Removed some code that was added earlier to deal with dimming/undimming the
palette when pausing the game in a mid-fade. The game can only be paused in mid-fade from the outside, and then the palette isn't dimmed/undimmed. svn-id: r34958
Diffstat (limited to 'engines')
-rw-r--r--engines/sword2/palette.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/engines/sword2/palette.cpp b/engines/sword2/palette.cpp
index 35a7aea11d..eb9e73701a 100644
--- a/engines/sword2/palette.cpp
+++ b/engines/sword2/palette.cpp
@@ -164,11 +164,8 @@ void Screen::setPalette(int16 startEntry, int16 noEntries, byte *colourTable, ui
void Screen::dimPalette(bool dim) {
if (dim != _dimPalette) {
_dimPalette = dim;
- // If the palette is in the middle of fading, don't update it.
- if (_fadeStatus != RDFADE_DOWN && _fadeStatus != RDFADE_UP) {
- setSystemPalette(_palette, 0, 256);
- setNeedFullRedraw();
- }
+ setSystemPalette(_palette, 0, 256);
+ setNeedFullRedraw();
}
}