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Diffstat (limited to 'engines/saga/animation.cpp')
-rw-r--r--engines/saga/animation.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/saga/animation.cpp b/engines/saga/animation.cpp
index 4324496f7d..6690f07bbe 100644
--- a/engines/saga/animation.cpp
+++ b/engines/saga/animation.cpp
@@ -168,7 +168,7 @@ int Anim::playCutaway(int cut, bool fade) {
warning("Could not allocate cutaway animation slot");
return 0;
}
-
+
// Some cutaways in IHNM have animResourceId equal to 0, which means that they only have
// a background frame and no animation. Those animations are actually game scripts.
// An example is the "nightfall" animation in Ben's chapter (fadein-fadeout), the animation
@@ -461,7 +461,7 @@ void Anim::setCycles(uint16 animId, int cycles) {
int Anim::getCycles(uint16 animId) {
if (animId >= MAX_ANIMATIONS && _cutawayAnimations[animId - MAX_ANIMATIONS] == NULL)
return 0;
-
+
return getAnimation(animId)->cycles;
}
@@ -484,7 +484,7 @@ void Anim::play(uint16 animId, int vectorTime, bool playing) {
return;
if (animId >= MAX_ANIMATIONS && _cutawayAnimations[animId - MAX_ANIMATIONS] == NULL) {
- // In IHNM, cutaways without an animation bit are not rendered, but the framecount
+ // In IHNM, cutaways without an animation bit are not rendered, but the framecount
// needs to be updated
_vm->_frameCount++;
@@ -538,7 +538,7 @@ void Anim::play(uint16 animId, int vectorTime, bool playing) {
// FIXME: if start > 0, then this works incorrectly
decodeFrame(anim, anim->frameOffsets[frame], displayBuffer, _vm->getDisplayWidth() * _vm->getDisplayHeight());
- _vm->_frameCount++;
+ _vm->_frameCount++;
anim->currentFrame++;
if (anim->completed != 65535) {
anim->completed++;
@@ -547,7 +547,7 @@ void Anim::play(uint16 animId, int vectorTime, bool playing) {
if (anim->currentFrame > anim->maxFrame) {
anim->currentFrame = anim->loopFrame;
- _vm->_frameCount++;
+ _vm->_frameCount++;
if (anim->state == ANIM_STOPPING || anim->currentFrame == -1) {
anim->state = ANIM_PAUSE;
@@ -728,7 +728,7 @@ void Anim::decodeFrame(AnimationData *anim, size_t frameOffset, byte *buf, size_
// Begin RLE decompression to output buffer
- do {
+ do {
markByte = readS.readByte();
switch (markByte) {
case SAGA_FRAME_START: