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author | Torbjörn Andersson | 2003-09-23 06:34:19 +0000 |
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committer | Torbjörn Andersson | 2003-09-23 06:34:19 +0000 |
commit | 273e1ac1a090c3a63dff93f11288bda9e201af0c (patch) | |
tree | 6ca1be9baecd331f0aa2d78726c779e08bd649f6 /sword2 | |
parent | fa8ccef9a44cd628d766a982dddeca3f6554f869 (diff) | |
download | scummvm-rg350-273e1ac1a090c3a63dff93f11288bda9e201af0c.tar.gz scummvm-rg350-273e1ac1a090c3a63dff93f11288bda9e201af0c.tar.bz2 scummvm-rg350-273e1ac1a090c3a63dff93f11288bda9e201af0c.zip |
Fixed really brain-dead bug. (I made it myself - I can call it whatever I
want to! :-) Escaping a cutscene while the voice-over is playing should
work now.
svn-id: r10369
Diffstat (limited to 'sword2')
-rw-r--r-- | sword2/driver/d_draw.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/sword2/driver/d_draw.cpp b/sword2/driver/d_draw.cpp index b73785e17a..d17c7d3fbf 100644 --- a/sword2/driver/d_draw.cpp +++ b/sword2/driver/d_draw.cpp @@ -438,9 +438,9 @@ int32 PlaySmacker(char *filename, _movieTextObject *text[], uint8 *musicOut) { tmpPal[255 * 4 + 2] = 255; BS2_SetPalette(0, 256, tmpPal, RDPAL_INSTANT); - while (1) { - PlayingSoundHandle handle = 0; + PlayingSoundHandle handle = 0; + while (1) { if (!text[textCounter]) break; |