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author | James Brown | 2003-05-03 07:29:44 +0000 |
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committer | James Brown | 2003-05-03 07:29:44 +0000 |
commit | 1038caae58b3f572f60ce237b308b71cb969a9dc (patch) | |
tree | 4a1b2b12b101edb8dfe16091c54ee7e4df0f04a6 /scumm/script_v5.cpp | |
parent | ffdeb38b80721623260ab120666aef217c170fd7 (diff) | |
download | scummvm-rg350-1038caae58b3f572f60ce237b308b71cb969a9dc.tar.gz scummvm-rg350-1038caae58b3f572f60ce237b308b71cb969a9dc.tar.bz2 scummvm-rg350-1038caae58b3f572f60ce237b308b71cb969a9dc.zip |
Remove some test stuff
svn-id: r7278
Diffstat (limited to 'scumm/script_v5.cpp')
-rw-r--r-- | scumm/script_v5.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp index c2ea50b082..60c8675f1f 100644 --- a/scumm/script_v5.cpp +++ b/scumm/script_v5.cpp @@ -1329,7 +1329,7 @@ void Scumm_v5::o5_loadRoom() { // For small header games, we only call startScene if the room // actually changed. This avoid unwanted (wrong) fades in Zak256 // and others. OTOH, it seems to cause a problem in newer games. - //if (!(_features & GF_SMALL_HEADER) || room != _currentRoom) + if (!(_features & GF_SMALL_HEADER) || room != _currentRoom) startScene(room, 0, 0); _fullRedraw = 1; } |