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authorTorbjörn Andersson2003-10-15 06:40:31 +0000
committerTorbjörn Andersson2003-10-15 06:40:31 +0000
commit8b42d65a7e922a9b9241ebe509968331fe958fb6 (patch)
tree5dcef554baa412cf676beb11c453d54957ecaa8c /sword2/anims.cpp
parentf74a0c18aa2ef244f987c31d3d146207c72e81ee (diff)
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Dumped most of the remaining "driver" code into a new "Display" class. This
touches a lot of the code, of course, and adds yet another global variable (temporarily, I hope), but everything still seems to work. Knock on wood. svn-id: r10806
Diffstat (limited to 'sword2/anims.cpp')
-rw-r--r--sword2/anims.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index c49e4e48f7..49e51ba243 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -776,14 +776,14 @@ int32 FN_play_sequence(int32 *params) {
// now clear the screen in case the Sequence was quitted (using ESC)
// rather than fading down to black
- EraseBackBuffer();
+ g_display->clearScene();
// zero the entire palette in case we're about to fade up!
- _palEntry pal[256];
+ _palEntry pal[256];
memset(pal, 0, 256 * sizeof(_palEntry));
- BS2_SetPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
+ g_display->setPalette(0, 256, (uint8 *) pal, RDPAL_INSTANT);
debug(5, "FN_play_sequence FINISHED");