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author | Torbjörn Andersson | 2003-06-05 07:25:36 +0000 |
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committer | Torbjörn Andersson | 2003-06-05 07:25:36 +0000 |
commit | bd23bcd12827d2ba2e9695d30bc2b056306746e2 (patch) | |
tree | 7da8cc11efdc86dc75d5184308b081bebc76fcb0 /scumm | |
parent | fa6b0b6736f6618ebfcc77d9fd67fced048a5b70 (diff) | |
download | scummvm-rg350-bd23bcd12827d2ba2e9695d30bc2b056306746e2.tar.gz scummvm-rg350-bd23bcd12827d2ba2e9695d30bc2b056306746e2.tar.bz2 scummvm-rg350-bd23bcd12827d2ba2e9695d30bc2b056306746e2.zip |
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.cpp | 2 |
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(); |