From 6b63c951eb3cd218b496c190359ad705ee043791 Mon Sep 17 00:00:00 2001 From: Martin Kiewitz Date: Thu, 29 Jul 2010 10:48:54 +0000 Subject: SCI: updating screen within kAnimate as well - fixes pseudo hang in eq1 credits (bug #3036154) svn-id: r51459 --- engines/sci/graphics/animate.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'engines/sci/graphics/animate.cpp') diff --git a/engines/sci/graphics/animate.cpp b/engines/sci/graphics/animate.cpp index a883f572bb..c637ef8374 100644 --- a/engines/sci/graphics/animate.cpp +++ b/engines/sci/graphics/animate.cpp @@ -28,6 +28,7 @@ #include "graphics/primitives.h" #include "sci/sci.h" +#include "sci/event.h" #include "sci/engine/kernel.h" #include "sci/engine/state.h" #include "sci/engine/selector.h" @@ -597,6 +598,10 @@ void GfxAnimate::kernelAnimate(reg_t listReference, bool cycle, int argc, reg_t if (_lastCastData.size() > 1) _s->_throttleTrigger = true; + // We update the screen here as well, some scenes like EQ1 credits run w/o calling kGetEvent thus we wouldn't update + // screen at all + g_sci->getEventManager()->updateScreen(); + _ports->setPort(oldPort); } -- cgit v1.2.3