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-rw-r--r--engines/sci/engine/kgraphics.cpp37
1 files changed, 0 insertions, 37 deletions
diff --git a/engines/sci/engine/kgraphics.cpp b/engines/sci/engine/kgraphics.cpp
index e22637d2bd..fe2ac41058 100644
--- a/engines/sci/engine/kgraphics.cpp
+++ b/engines/sci/engine/kgraphics.cpp
@@ -949,43 +949,6 @@ reg_t kAnimate(EngineState *s, int argc, reg_t *argv) {
s->_gui->animate(castListReference, cycle, argc, argv);
- // FIXME? currenty this speed throttling causes flickering in kq6 (when looking at the box)
- // this will get possibly fixed when reanimate and real cel updates within kAnimate are implemented
-
- // At least kq1 gets broken by the throttler (actually "just" some animations are missing cause the game thinks we are
- // too slow, so also disable us for SCI0 and SCI01 games
- if (getSciVersion() <= SCI_VERSION_01)
- return s->r_acc;
-
- // FIXME: qfg3 gets broken by this, BUT even changing neededSleep to 2 still makes it somewhat broken (palette animation
- // isnt working)
-
- if (s->_gameName == "qfg3" && s->currentRoomNumber() == 130) {
- // Disable the speed throttler for QFG3, room 130 (the Sierra logo).
- // kAnimate is called loads of times in that room, and adding any delay here
- // will make that scene seem like it's stuck (the player needs to wait 5 mins or so)
- return s->r_acc;
- }
-
- // Do some speed throttling to calm down games that rely on counting cycles
- uint32 curTime = g_system->getMillis();
- uint32 duration = curTime - s->_lastAnimateTime;
- uint32 neededSleep = 40;
-
- // We are doing this, so that games like sq3 dont think we are running too slow and will remove details (like
- // animated sierra logo at the beginning). Hopefully this wont cause regressions with pullups in lsl3 (FIXME?)
- if (s->_lastAnimateCounter < 10) {
- s->_lastAnimateCounter++;
- neededSleep = 8;
- }
-
- if (duration < neededSleep) {
- gfxop_sleep(s->gfx_state, neededSleep - duration);
- s->_lastAnimateTime = g_system->getMillis();
- } else {
- s->_lastAnimateTime = curTime;
- }
-
return s->r_acc;
}