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authorMax Horn2004-01-08 00:48:37 +0000
committerMax Horn2004-01-08 00:48:37 +0000
commit467861917d11bc200412655a0676095c527cc188 (patch)
treedb233de37ee13773a61db292082a0a1f10a31e71 /scumm/saveload.cpp
parent7698782979a9725a639556ffe143f3c77edefba4 (diff)
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various fixes for vertical scrolling rooms: fixed, screen updates (and made them more efficient), fixed transitionEffect() for 'high' rooms, documented drawStripToScreen() params a little (we really should start documenting for each function which takes coordinates in which coordinate system they are). Please test all vertical scrolling rooms (and others, too) for regressions
svn-id: r12228
Diffstat (limited to 'scumm/saveload.cpp')
-rw-r--r--scumm/saveload.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/scumm/saveload.cpp b/scumm/saveload.cpp
index 50162a441c..6fb73d79c2 100644
--- a/scumm/saveload.cpp
+++ b/scumm/saveload.cpp
@@ -160,6 +160,10 @@ bool ScummEngine::loadState(int slot, bool compat, SaveFileManager *mgr) {
saveOrLoad(&ser, hdr.ver);
delete in;
+ // Normally, _vm->_screenTop should always be >= 0, but for some old save games
+ // it is not, hence we check & correct it here.
+ if (_screenTop < 0)
+ _screenTop = 0;
// We could simply dirty colours 0-15 for 16-colour games -- nowadays
// they handle their palette pretty much like the more recent games