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authorPaul Gilbert2008-01-06 02:59:41 +0000
committerPaul Gilbert2008-01-06 02:59:41 +0000
commitc43a851e1305b0862b2106ff4ed3f27025ac5f14 (patch)
tree069d2273e00c66c1df077e0e2b038804a974895c /engines
parentb535b070f38654d6069d1b38ae59c881f6e00b80 (diff)
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Changed the frame delay for part of the introduction sequence to match the original game and prevent the music from running out before the next animation begins
svn-id: r30287
Diffstat (limited to 'engines')
-rw-r--r--engines/lure/intro.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/engines/lure/intro.cpp b/engines/lure/intro.cpp
index a308ee0592..2dd657e4b8 100644
--- a/engines/lure/intro.cpp
+++ b/engines/lure/intro.cpp
@@ -126,7 +126,8 @@ bool Introduction::show() {
bool fadeIn = curr_anim == anim_screens;
anim = new AnimationSequence(curr_anim->resourceId,
- isEGA ? EgaPalette : coll.getPalette(curr_anim->paletteIndex), fadeIn);
+ isEGA ? EgaPalette : coll.getPalette(curr_anim->paletteIndex), fadeIn,
+ (curr_anim->resourceId == 0x44) ? 4 : 7);
if (curr_anim->initialPause != 0)
if (interruptableDelay(curr_anim->initialPause * 1000 / 50)) return true;