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-rw-r--r--graphics/animation.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/graphics/animation.cpp b/graphics/animation.cpp
index 63f1a2fb67..42ac082ab9 100644
--- a/graphics/animation.cpp
+++ b/graphics/animation.cpp
@@ -127,7 +127,7 @@ bool BaseAnimationState::init(const char *name) {
info = mpeg2_info(decoder);
framenum = 0;
frameskipped = 0;
- ticks = _sys->get_msecs();
+ ticks = _sys->getMillis();
// Play audio
bgSoundStream = AudioStream::openStreamFile(name);
@@ -184,11 +184,11 @@ bool BaseAnimationState::decodeFrame() {
if (bgSoundStream) {
while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
- _sys->delay_msecs(10);
+ _sys->delayMillis(10);
} else {
ticks += 83;
- while (_sys->get_msecs() < ticks)
- _sys->delay_msecs(10);
+ while (_sys->getMillis() < ticks)
+ _sys->delayMillis(10);
// FIXME: This used to be used for the Sword2 version of this
// method. I do not see any compelling reason why it should be
// used, but maybe I am wrong; so if you know more, either