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-rw-r--r--engines/sci/engine/savegame.cpp13
1 files changed, 0 insertions, 13 deletions
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp
index f05fdc5cb9..5a60a6090f 100644
--- a/engines/sci/engine/savegame.cpp
+++ b/engines/sci/engine/savegame.cpp
@@ -1229,19 +1229,6 @@ void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
if (g_sci->_gfxScreen)
g_sci->_gfxScreen->clearForRestoreGame();
}
-#ifdef ENABLE_SCI32
- // Delete current planes/elements of actively loaded VM, only when our ScummVM dialogs are patched in
- // We MUST NOT delete all planes/screen items. At least Space Quest 6 has a few in memory like for example
- // the options plane, which are not re-added and are in memory all the time right from the start of the
- // game. Sierra SCI32 did not clear planes, only scripts cleared the ones inside planes::elements.
- if (getSciVersion() >= SCI_VERSION_2) {
- if (!s->_delayedRestoreFromLauncher) {
- // Only do it, when we are restoring regulary and not from launcher
- // As it could result in option planes etc. on the screen (happens in gk1)
- g_sci->_gfxFrameout->syncWithScripts(false);
- }
- }
-#endif
s->reset(true);
s->saveLoadWithSerializer(ser); // FIXME: Error handling?