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authorEugene Sandulenko2005-04-07 21:13:01 +0000
committerEugene Sandulenko2005-04-07 21:13:01 +0000
commitba3077ed0e06f39dd27353f0e3a6c2c9ba05791d (patch)
tree359be431e5e03de71164719a47da1ac38fc6d305 /scumm/costume.cpp
parentbac8f7a90c8f9fc5a92623a877c25062edc81607 (diff)
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Patch from Quietust:
1. properly handle costume colors in dark rooms (verified against disasm) 2. optimize NES audio generation a little bit - instead of calling a function ~80 times to get one audio sample, it calls it once and just loops ~80 times internally 3. NES audio now obeys the volume control 4. in MM NES, o2_setObjPreposition is a no-op 5. o2_lights uses new-style light values (i.e. bitfields) in MM NES 6. o2_delay, use ssPaused identifier rather than a literal '1' 7. in MM NES, o5_saveLoadGame only explicitly checks for type '1' (load), defaulting to save for any other value svn-id: r17443
Diffstat (limited to 'scumm/costume.cpp')
-rw-r--r--scumm/costume.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scumm/costume.cpp b/scumm/costume.cpp
index 9e55779e14..1af14ea2cf 100644
--- a/scumm/costume.cpp
+++ b/scumm/costume.cpp
@@ -642,7 +642,7 @@ byte NESCostumeRenderer::drawLimb(const Actor *a, int limb) {
if (cost.curpos[limb] == 0xFFFF)
return 0;
- if (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_color)
+ if (_vm->VAR(_vm->VAR_CURRENT_LIGHTS) & LIGHTMODE_actor_base)
palette = _vm->_NESPalette[1];
else
palette = darkpalette;