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Diffstat (limited to 'engines/mads/sequence.cpp')
-rw-r--r--engines/mads/sequence.cpp21
1 files changed, 9 insertions, 12 deletions
diff --git a/engines/mads/sequence.cpp b/engines/mads/sequence.cpp
index f703ce3b3a..dfb3d6fbcd 100644
--- a/engines/mads/sequence.cpp
+++ b/engines/mads/sequence.cpp
@@ -184,7 +184,7 @@ void SequenceList::setSpriteSlot(int seqIndex, SpriteSlot &spriteSlot) {
if (!timerEntry._nonFixed) {
spriteSlot._position = timerEntry._msgPos;
} else {
- spriteSlot._position = spriteSet.getFrame(timerEntry._frameIndex - 1)->_pos;
+ spriteSlot._position = spriteSet._pos;
}
}
@@ -243,15 +243,13 @@ bool SequenceList::loadSprites(int seqIndex) {
if (seqEntry._animType == ANIMTYPE_CYCLED) {
// back to the starting frame (cyclic)
seqEntry._frameIndex = seqEntry._frameStart;
- }
- else {
+ } else {
// Switch into reverse mode
seqEntry._frameIndex = seqEntry._numSprites - 1;
seqEntry._frameInc = -1;
}
}
- }
- else {
+ } else {
// Currently in reverse mode and moved past starting frame
result = true;
@@ -260,8 +258,7 @@ bool SequenceList::loadSprites(int seqIndex) {
// Switch back to forward direction again
seqEntry._frameIndex = seqEntry._frameStart + 1;
seqEntry._frameInc = 1;
- }
- else {
+ } else {
// Otherwise reset back to last sprite for further reverse animating
seqEntry._frameIndex = seqEntry._numSprites;
}
@@ -271,8 +268,7 @@ bool SequenceList::loadSprites(int seqIndex) {
if (--seqEntry._triggerCountdown == 0)
seqEntry._doneFlag = true;
}
- }
- else {
+ } else {
// Out of sprite display slots, so mark entry as done
seqEntry._doneFlag = true;
}
@@ -402,8 +398,9 @@ void SequenceList::setMsgPosition(int seqIndex, const Common::Point &pt) {
int SequenceList::addSpriteCycle(int srcSpriteIdx, bool flipped, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks) {
Scene &scene = _vm->_game->_scene;
MSprite *spriteFrame = scene._sprites[srcSpriteIdx]->getFrame(0);
- int depth = scene._depthSurface.getDepth(Common::Point(spriteFrame->_pos.x +
- (spriteFrame->w / 2), spriteFrame->_pos.y + (spriteFrame->h / 2)));
+ int depth = scene._depthSurface.getDepth(Common::Point(
+ spriteFrame->_offset.x + (spriteFrame->w / 2),
+ spriteFrame->_offset.y + (spriteFrame->h / 2)));
return add(srcSpriteIdx, flipped, 1, triggerCountdown, timeoutTicks, extraTicks, numTicks, 0, 0,
true, 100, depth - 1, 1, ANIMTYPE_CYCLED, 0, 0);
@@ -422,7 +419,7 @@ int SequenceList::startReverseCycle(int srcSpriteIndex, bool flipped, int numTic
SpriteAsset *sprites = _vm->_game->_scene._sprites[srcSpriteIndex];
MSprite *frame = sprites->getFrame(0);
int depth = _vm->_game->_scene._depthSurface.getDepth(Common::Point(
- frame->_pos.x + frame->w / 2, frame->_pos.y + frame->h / 2));
+ frame->_offset.x + frame->w / 2, frame->_offset.y + frame->h / 2));
return add(srcSpriteIndex, flipped, 1, triggerCountdown, timeoutTicks, extraTicks,
numTicks, 0, 0, true, 100, depth - 1, 1, ANIMTYPE_REVERSIBLE, 0, 0);