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author | Torbjörn Andersson | 2003-08-26 06:35:38 +0000 |
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committer | Torbjörn Andersson | 2003-08-26 06:35:38 +0000 |
commit | f3675261a970ca1c76870f3ebbf3774771d22270 (patch) | |
tree | 244707a20219594b1fdf01795eff57c84040d9e0 /scumm | |
parent | 6d4475cf0479d441876a817dbebe3bbc6882340f (diff) | |
download | scummvm-rg350-f3675261a970ca1c76870f3ebbf3774771d22270.tar.gz scummvm-rg350-f3675261a970ca1c76870f3ebbf3774771d22270.tar.bz2 scummvm-rg350-f3675261a970ca1c76870f3ebbf3774771d22270.zip |
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.cpp | 14 |
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(); |