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authorTorbjörn Andersson2003-08-26 06:35:38 +0000
committerTorbjörn Andersson2003-08-26 06:35:38 +0000
commitf3675261a970ca1c76870f3ebbf3774771d22270 (patch)
tree244707a20219594b1fdf01795eff57c84040d9e0 /scumm
parent6d4475cf0479d441876a817dbebe3bbc6882340f (diff)
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Actually, we used to draw blast text after blast objects. I changed the
order to fix the Full Throttle end credits. I guess I should have added a comment about that. :-) svn-id: r9866
Diffstat (limited to 'scumm')
-rw-r--r--scumm/scummvm.cpp14
1 files changed, 12 insertions, 2 deletions
diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp
index b3f170a0d6..f39418d529 100644
--- a/scumm/scummvm.cpp
+++ b/scumm/scummvm.cpp
@@ -1369,8 +1369,18 @@ load_game:
checkV2MouseOver(_mouse);
}
- drawBlastObjects();
- drawBlastTexts();
+ // For the Full Throttle credits to work properly, the blast
+ // texts have to be drawn before the blast objects. Unless
+ // someone can think of a better way to achieve this effect.
+
+ if (_gameId == GID_FT) {
+ drawBlastTexts();
+ drawBlastObjects();
+ } else {
+ drawBlastObjects();
+ drawBlastTexts();
+ }
+
if (_version == 8)
processUpperActors();
drawDirtyScreenParts();