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authorMartin Kiewitz2016-02-03 01:47:26 +0100
committerMartin Kiewitz2016-02-03 01:47:26 +0100
commitc2038e00d001c93a37028864ad661b89377686c9 (patch)
tree42fe44b3b7143adf057d835dadd3a76609e852ba /engines
parent702b66a49d27bb683e43083e6bf5efacf7cdd996 (diff)
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AGI: Call update screen in have.key for now
Some games call it in an endless loop until a key is returned
Diffstat (limited to 'engines')
-rw-r--r--engines/agi/op_test.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/engines/agi/op_test.cpp b/engines/agi/op_test.cpp
index ca473fe618..0ffd1f56e6 100644
--- a/engines/agi/op_test.cpp
+++ b/engines/agi/op_test.cpp
@@ -22,6 +22,7 @@
#include "agi/agi.h"
+#include "agi/graphics.h"
#include "agi/opcodes.h"
#include "agi/words.h"
@@ -131,6 +132,7 @@ void condHaveKey(AgiGame *state, AgiEngine *vm, uint8 *p) {
state->testResult = 1;
return;
}
+ vm->_gfx->updateScreen(); // TODO: Solve this in a better way
state->testResult = 0;
}