Age | Commit message (Collapse) | Author |
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code to be more in line with the ScummVM coding style.
svn-id: r9878
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only uploaded to the backend if fadeNow == RDPAL_INSTANT. Otherwise, assume
that FadeServer() will do it for us, eventually.
I think this is the correct behaviour, and it prevents the bug where the
unfaded room image might flash by briefly when moving the mouse while
changing rooms.
svn-id: r9868
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for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.
I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.
At the very least, it's one place less to worry about thread-safety in.
svn-id: r9854
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svn-id: r9829
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under the shack), plus some other cleanups. The s->blend & 0x02 case looks
bogus to me, but I don't know where it's used and I can't see that the
original did it differently.
svn-id: r9819
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svn-id: r9737
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svn-id: r9337
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svn-id: r9330
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svn-id: r9328
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svn-id: r9233
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svn-id: r9230
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svn-id: r9222
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svn-id: r9212
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