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author | Robert Göffringmann | 2005-02-21 02:29:18 +0000 |
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committer | Robert Göffringmann | 2005-02-21 02:29:18 +0000 |
commit | fd5a9be26e1df1171b37ae64ef7cc5ea4584793f (patch) | |
tree | 1caf41c615f01fda9172a3b13a9bee8e3cd4fec3 /sword2/sword2.cpp | |
parent | 6942100a940ac4ff8cf43f0c0e29f358adcf4175 (diff) | |
download | scummvm-rg350-fd5a9be26e1df1171b37ae64ef7cc5ea4584793f.tar.gz scummvm-rg350-fd5a9be26e1df1171b37ae64ef7cc5ea4584793f.tar.bz2 scummvm-rg350-fd5a9be26e1df1171b37ae64ef7cc5ea4584793f.zip |
removed lots of unnecessary seek()s and read()s by keeping the datafiles' index tables in memory instead of accessing them over and over again, which caused major slowdowns with cd accesses.
Also, the caching of datafiles depends on the memory usage now, not on the number of screens that the player entered in the meantime.
The old behaviour made the engine run out of memory on the PS2.
svn-id: r16843
Diffstat (limited to 'sword2/sword2.cpp')
-rw-r--r-- | sword2/sword2.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 2c1c861969..d023ebdfb5 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -289,7 +289,7 @@ int Sword2Engine::init(GameDetector &detector) { StartDialog dialog(this); - result = dialog.runModal(); + result = (dialog.runModal() != 0); // If the game is started from the beginning, the cutscene // player will kill the music for us. Otherwise, the restore |