diff options
Diffstat (limited to 'engines/saga/animation.cpp')
-rw-r--r-- | engines/saga/animation.cpp | 12 |
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: |