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| author | Travis Howell | 2004-07-11 03:46:32 +0000 | 
|---|---|---|
| committer | Travis Howell | 2004-07-11 03:46:32 +0000 | 
| commit | 26f4df6aa35199522be4111da17e38f7a6ffbd61 (patch) | |
| tree | ad0a6ad02b439626082cd28ab9dbecafaf4e8b17 /scumm | |
| parent | e94931462ba4eced22f9b4d9f665a86619d25ecd (diff) | |
| download | scummvm-rg350-26f4df6aa35199522be4111da17e38f7a6ffbd61.tar.gz scummvm-rg350-26f4df6aa35199522be4111da17e38f7a6ffbd61.tar.bz2 scummvm-rg350-26f4df6aa35199522be4111da17e38f7a6ffbd61.zip  | |
Color cycling is only used in SCUMM 4+ games.
svn-id: r14186
Diffstat (limited to 'scumm')
| -rw-r--r-- | scumm/palette.cpp | 13 | ||||
| -rw-r--r-- | scumm/scumm.cpp | 6 | 
2 files changed, 6 insertions, 13 deletions
diff --git a/scumm/palette.cpp b/scumm/palette.cpp index 07f4da1170..20f131b482 100644 --- a/scumm/palette.cpp +++ b/scumm/palette.cpp @@ -271,18 +271,9 @@ void ScummEngine::cyclePalette() {  	int valueToAdd;  	int i, j; -	if (VAR_TIMER == 0xFF) { -		// FIXME - no idea if this is right :-/ -		// Needed for both V2 and V8 at this time +	valueToAdd = VAR(VAR_TIMER); +	if (valueToAdd < VAR(VAR_TIMER_NEXT))  		valueToAdd = VAR(VAR_TIMER_NEXT); -	} else { -		valueToAdd = VAR(VAR_TIMER); -		if (valueToAdd < VAR(VAR_TIMER_NEXT)) -			valueToAdd = VAR(VAR_TIMER_NEXT); -	} - -	if (!_colorCycle)							// FIXME -		return;  	for (i = 0, cycl = _colorCycle; i < 16; i++, cycl++) {  		if (!cycl->delay || cycl->start > cycl->end) diff --git a/scumm/scumm.cpp b/scumm/scumm.cpp index a1bd2728ec..91f500acec 100644 --- a/scumm/scumm.cpp +++ b/scumm/scumm.cpp @@ -1652,7 +1652,8 @@ load_game:  		processActors();  		_fullRedraw = false; -		cyclePalette(); +		if (_version >= 4 && _heversion <= 60) +			cyclePalette();  		palManipulate();  		if (_doEffect) { @@ -2134,7 +2135,8 @@ void ScummEngine::startScene(int room, Actor *a, int objectNr) {  	runExitScript();  	killScriptsAndResources();  	clearEnqueue(); -	stopCycle(0); +	if (_version >= 4 && _heversion <= 60) +		stopCycle(0);  	_sound->processSoundQues();  	for (i = 1; i < _numActors; i++) {  | 
