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-rw-r--r--engines/tsage/ringworld2/ringworld2_logic.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/engines/tsage/ringworld2/ringworld2_logic.cpp b/engines/tsage/ringworld2/ringworld2_logic.cpp
index 597ddf3f87..1e9d6229e7 100644
--- a/engines/tsage/ringworld2/ringworld2_logic.cpp
+++ b/engines/tsage/ringworld2/ringworld2_logic.cpp
@@ -320,8 +320,9 @@ bool Ringworld2Game::canLoadGameStateCurrently() {
* Returns true if it is currently okay to save the game
*/
bool Ringworld2Game::canSaveGameStateCurrently() {
- // Don't allow a game to be saved if a dialog is active
- return g_globals->_gfxManagers.size() == 1;
+ // Don't allow a game to be saved if a dialog is active or if an animation
+ // is playing
+ return g_globals->_gfxManagers.size() == 1 && R2_GLOBALS._animationCtr == 0;
}
/*--------------------------------------------------------------------------*/
@@ -1788,7 +1789,9 @@ AnimationPlayer::~AnimationPlayer() {
void AnimationPlayer::synchronize(Serializer &s) {
EventHandler::synchronize(s);
- warning("TODO AnimationPlayer::synchronize");
+
+ // TODO: Implement saving for animation player state. Currently, I disable saving
+ // when an animation is active, so saving it's state would a "nice to have".
}
void AnimationPlayer::remove() {