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author | Martin Kiewitz | 2016-02-03 01:47:26 +0100 |
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committer | Martin Kiewitz | 2016-02-03 01:47:26 +0100 |
commit | c2038e00d001c93a37028864ad661b89377686c9 (patch) | |
tree | 42fe44b3b7143adf057d835dadd3a76609e852ba /engines | |
parent | 702b66a49d27bb683e43083e6bf5efacf7cdd996 (diff) | |
download | scummvm-rg350-c2038e00d001c93a37028864ad661b89377686c9.tar.gz scummvm-rg350-c2038e00d001c93a37028864ad661b89377686c9.tar.bz2 scummvm-rg350-c2038e00d001c93a37028864ad661b89377686c9.zip |
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.cpp | 2 |
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; } |