From 7c9ab7e4a3e76f6dc4e3a120313ffd9d6d5554c4 Mon Sep 17 00:00:00 2001 From: Paul Gilbert Date: Mon, 7 Oct 2013 10:43:05 -0400 Subject: TSAGE: Disable R2R saving when video/cutscene playback is occurring --- engines/tsage/ringworld2/ringworld2_logic.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/engines/tsage/ringworld2/ringworld2_logic.cpp b/engines/tsage/ringworld2/ringworld2_logic.cpp index 597ddf3f87..1e9d6229e7 100644 --- a/engines/tsage/ringworld2/ringworld2_logic.cpp +++ b/engines/tsage/ringworld2/ringworld2_logic.cpp @@ -320,8 +320,9 @@ bool Ringworld2Game::canLoadGameStateCurrently() { * Returns true if it is currently okay to save the game */ bool Ringworld2Game::canSaveGameStateCurrently() { - // Don't allow a game to be saved if a dialog is active - return g_globals->_gfxManagers.size() == 1; + // Don't allow a game to be saved if a dialog is active or if an animation + // is playing + return g_globals->_gfxManagers.size() == 1 && R2_GLOBALS._animationCtr == 0; } /*--------------------------------------------------------------------------*/ @@ -1788,7 +1789,9 @@ AnimationPlayer::~AnimationPlayer() { void AnimationPlayer::synchronize(Serializer &s) { EventHandler::synchronize(s); - warning("TODO AnimationPlayer::synchronize"); + + // TODO: Implement saving for animation player state. Currently, I disable saving + // when an animation is active, so saving it's state would a "nice to have". } void AnimationPlayer::remove() { -- cgit v1.2.3