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author | Torbjörn Andersson | 2005-01-02 15:45:38 +0000 |
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committer | Torbjörn Andersson | 2005-01-02 15:45:38 +0000 |
commit | b944ad808bb7f596a1877838e03eb3d928324578 (patch) | |
tree | 9d1c7f254bb2c7884b9fe746e7eb132d7379f603 /saga/events.cpp | |
parent | 2c7f25435e479e57c8e4b5c5ce66c348fb560e96 (diff) | |
download | scummvm-rg350-b944ad808bb7f596a1877838e03eb3d928324578.tar.gz scummvm-rg350-b944ad808bb7f596a1877838e03eb3d928324578.tar.bz2 scummvm-rg350-b944ad808bb7f596a1877838e03eb3d928324578.zip |
Pausing an animation is done by changing its state now, not by setting a
flag. Added yet another event, and changed the ITE intro to reflect that.
(Which means the waterfalls are no longer drawn over the game title.)
svn-id: r16410
Diffstat (limited to 'saga/events.cpp')
-rw-r--r-- | saga/events.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/saga/events.cpp b/saga/events.cpp index 15374ebf08..f0f2e63e92 100644 --- a/saga/events.cpp +++ b/saga/events.cpp @@ -329,6 +329,9 @@ int Events::handleOneShot(EVENT *event) { case EVENT_PLAY: _vm->_anim->play(event->param, event->time, true); break; + case EVENT_STOP: + _vm->_anim->stop(event->param); + break; case EVENT_FRAME: _vm->_anim->play(event->param, event->time, false); break; |