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-rw-r--r--engines/tsage/ringworld2/ringworld2_scenes0.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/engines/tsage/ringworld2/ringworld2_scenes0.cpp b/engines/tsage/ringworld2/ringworld2_scenes0.cpp
index f983004b41..d1d4fabb01 100644
--- a/engines/tsage/ringworld2/ringworld2_scenes0.cpp
+++ b/engines/tsage/ringworld2/ringworld2_scenes0.cpp
@@ -1810,6 +1810,8 @@ void Scene180::signal() {
// TODO: Figure out why end action on sounds aren't firing. For now, I'm
// simply setting up a scene delay to ensure the signal() method gets
// called again after a brief delay
+ _backSurface.fillRect(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), 0);
+ R2_GLOBALS._screenSurface.fillRect(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), 0);
setSceneDelay(10);
R2_GLOBALS._sound2.fadeOut2(NULL);
R2_GLOBALS._sound1.fadeOut2(NULL /* this */);
@@ -1873,6 +1875,10 @@ void Scene180::signal() {
case 49:
R2_GLOBALS._scene180Mode = 15;
R2_GLOBALS._paneRefreshFlag[0] = 3;
+
+ _backSurface.fillRect(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), 0);
+ R2_GLOBALS._screenSurface.fillRect(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), 0);
+
setSceneDelay(1);
break;