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author | Andrew Kurushin | 2005-10-01 11:09:49 +0000 |
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committer | Andrew Kurushin | 2005-10-01 11:09:49 +0000 |
commit | c9e9eb92c0ab7cf482b5204414be643cc3587369 (patch) | |
tree | c0d4e098f29806532dae97556729b01d8add84f2 /saga/animation.cpp | |
parent | cb1e19584782f0eb3298fb2f178629cb9987e9cd (diff) | |
download | scummvm-rg350-c9e9eb92c0ab7cf482b5204414be643cc3587369.tar.gz scummvm-rg350-c9e9eb92c0ab7cf482b5204414be643cc3587369.tar.bz2 scummvm-rg350-c9e9eb92c0ab7cf482b5204414be643cc3587369.zip |
fix #1298659 [WyrmKeep logo overdraw]
svn-id: r18915
Diffstat (limited to 'saga/animation.cpp')
-rw-r--r-- | saga/animation.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/saga/animation.cpp b/saga/animation.cpp index 04f383aac7..dc3b8e323f 100644 --- a/saga/animation.cpp +++ b/saga/animation.cpp @@ -241,7 +241,7 @@ void Anim::load(uint16 animId, const byte *animResourceData, size_t animResource anim->cycles = anim->maxFrame; anim->frameTime = DEFAULT_FRAME_TIME; - anim->flags = 0; + anim->flags = ANIM_FLAG_NONE; anim->linkId = -1; anim->state = ANIM_PAUSE; } @@ -314,7 +314,7 @@ void Anim::play(uint16 animId, int vectorTime, bool playing) { if (anim->currentFrame > anim->maxFrame) { anim->currentFrame = anim->loopFrame; - if (anim->flags & ANIM_STOPPING || anim->currentFrame == -1) { + if (anim->state == ANIM_STOPPING || anim->currentFrame == -1) { anim->state = ANIM_PAUSE; } } @@ -322,7 +322,7 @@ void Anim::play(uint16 animId, int vectorTime, bool playing) { // Animation done playing anim->state = ANIM_PAUSE; if (anim->linkId == -1) { - if (anim->flags & ANIM_ENDSCENE) { + if (anim->flags & ANIM_FLAG_ENDSCENE) { // This animation ends the scene event.type = kEvTOneshot; event.code = kSceneEvent; @@ -339,9 +339,9 @@ void Anim::play(uint16 animId, int vectorTime, bool playing) { linkAnim = getAnimation(anim->linkId); debug(5, "Animation ended going to %d", anim->linkId); - linkAnim->cycles = anim->cycles; - linkAnim->currentFrame = 0; - linkAnim->completed = 0; +// linkAnim->cycles = anim->cycles; +// linkAnim->currentFrame = 0; +// linkAnim->completed = 0; linkAnim->state = ANIM_PLAYING; animId = anim->linkId; frameTime = 0; |