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authorTorbjörn Andersson2003-06-05 07:25:36 +0000
committerTorbjörn Andersson2003-06-05 07:25:36 +0000
commitbd23bcd12827d2ba2e9695d30bc2b056306746e2 (patch)
tree7da8cc11efdc86dc75d5184308b081bebc76fcb0 /scumm
parentfa6b0b6736f6618ebfcc77d9fd67fced048a5b70 (diff)
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The Full Throttle end credits (press "W" to skip to them) look much nicer
if the blast texts are drawn before the blast objects. This may cause regressions, but if so perhaps we can fix them by conditionally making blast texts produce a charset mask? Blast objects already honors the charset mask, so the end result should be the same as if the object was drawn first and the text afterwards. svn-id: r8316
Diffstat (limited to 'scumm')
-rw-r--r--scumm/scummvm.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp
index 1fb14ec4a9..b07f6fc2ea 100644
--- a/scumm/scummvm.cpp
+++ b/scumm/scummvm.cpp
@@ -1171,10 +1171,10 @@ load_game:
if (_features & GF_AFTER_V2)
checkV2MouseOver(_mouse);
+ drawBlastTexts();
drawBlastObjects();
if (_features & GF_AFTER_V8)
processUpperActors();
- drawBlastTexts();
drawDirtyScreenParts();
removeBlastObjects();
removeBlastTexts();