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authorTorbjörn Andersson2005-01-02 15:45:38 +0000
committerTorbjörn Andersson2005-01-02 15:45:38 +0000
commitb944ad808bb7f596a1877838e03eb3d928324578 (patch)
tree9d1c7f254bb2c7884b9fe746e7eb132d7379f603 /saga/ite_introproc.cpp
parent2c7f25435e479e57c8e4b5c5ce66c348fb560e96 (diff)
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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/ite_introproc.cpp')
-rw-r--r--saga/ite_introproc.cpp14
1 files changed, 2 insertions, 12 deletions
diff --git a/saga/ite_introproc.cpp b/saga/ite_introproc.cpp
index 47f48256cf..c17cee2b71 100644
--- a/saga/ite_introproc.cpp
+++ b/saga/ite_introproc.cpp
@@ -680,9 +680,8 @@ int Scene::ITEIntroValleyProc(int param, SCENE_INFO *scene_info) {
// Pause animation before logo
event.type = ONESHOT_EVENT;
event.code = ANIM_EVENT;
- event.op = EVENT_SETFLAG;
+ event.op = EVENT_STOP;
event.param = 0;
- event.param2 = ANIM_PAUSE;
event.time = 3000;
q_event = _vm->_events->chain(q_event, &event);
@@ -708,18 +707,9 @@ int Scene::ITEIntroValleyProc(int param, SCENE_INFO *scene_info) {
// Unpause animation before logo
event.type = ONESHOT_EVENT;
event.code = ANIM_EVENT;
- event.op = EVENT_CLEARFLAG;
- event.param = 0;
- event.param2 = ANIM_PAUSE;
+ event.op = EVENT_PLAY;
event.time = 0;
-
- q_event = _vm->_events->chain(q_event, &event);
-
- event.type = ONESHOT_EVENT;
- event.code = ANIM_EVENT;
- event.op = EVENT_FRAME;
event.param = 0;
- event.time = LOGO_DISSOLVE_DURATION;
q_event = _vm->_events->chain(q_event, &event);