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Diffstat (limited to 'scumm')
-rw-r--r--scumm/gfx.cpp2
-rw-r--r--scumm/scummvm.cpp6
-rw-r--r--scumm/smush/smush_player.cpp2
3 files changed, 7 insertions, 3 deletions
diff --git a/scumm/gfx.cpp b/scumm/gfx.cpp
index c7655ac517..a499c148a6 100644
--- a/scumm/gfx.cpp
+++ b/scumm/gfx.cpp
@@ -2313,7 +2313,7 @@ void Scumm::dissolveEffect(int width, int height) {
w = vs->width / width;
h = vs->height / height;
- // When used used correctly, vs->width % width and vs->height % height
+ // When used correctly, vs->width % width and vs->height % height
// should both be zero, but just to be safe...
if (vs->width % width)
diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp
index 86a12cb004..de2d7fb9b2 100644
--- a/scumm/scummvm.cpp
+++ b/scumm/scummvm.cpp
@@ -1123,6 +1123,9 @@ load_game:
checkExecVerbs();
checkAndRunSentenceScript();
+ if (_quit)
+ return 0;
+
// HACK: If a load was requested, immediately perform it. This avoids
// drawing the current room right after the load is request but before
// it is performed. That was annoying esp. if you loaded while a SMUSH
@@ -2253,7 +2256,7 @@ void Scumm::waitForTimer(int msec_delay) {
start_time = _system->get_msecs();
- for (;;) {
+ while (!_quit) {
parseEvents();
_sound->updateCD(); // Loop CD Audio if needed
@@ -2335,6 +2338,7 @@ void Scumm::parseEvents() {
case OSystem::EVENT_QUIT:
_quit = true;
+ _videoFinished = true;
break;
default:
diff --git a/scumm/smush/smush_player.cpp b/scumm/smush/smush_player.cpp
index 92fce74919..5cac54780e 100644
--- a/scumm/smush/smush_player.cpp
+++ b/scumm/smush/smush_player.cpp
@@ -280,7 +280,7 @@ void SmushPlayer::deinit() {
_scumm->_imuseDigital->pause(false);
}
_scumm->_sound->pauseBundleMusic(false);
- _scumm->_fullRedraw = 1;
+ _scumm->_fullRedraw = true;
}
void SmushPlayer::checkBlock(const Chunk &b, Chunk::type type_expected, uint32 min_size) {