From 3e5e5f5342c60f7b48ea451751937c214d61dca9 Mon Sep 17 00:00:00 2001 From: Kari Salminen Date: Sat, 9 Aug 2008 19:57:46 +0000 Subject: Made type 21 & 22 overlays not be flipped (The oxygen gauge looks actually better when it reaches zero this way although in its fully charged state it still does look a bit off. Disassembly seems to agree with not flipping the overlays so I'm going with this one for now). svn-id: r33722 --- engines/cine/gfx.cpp | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) (limited to 'engines') diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp index ad4ba445a7..0266a605e2 100644 --- a/engines/cine/gfx.cpp +++ b/engines/cine/gfx.cpp @@ -1127,16 +1127,11 @@ void OSRenderer::renderOverlay(const Common::List::iterator &it) { // A filled rectangle: case 22: { // TODO: Check it this implementation really works correctly (Some things might be wrong, needs testing). - // The drawn rectangle doesn't seem to be flipped in the original disassembly - // but looking at the oxygen gauge meter during the first arcade sequence it - // definitely looks like the drawing should be at least horizontally flipped. - // So this may very well be wrong but having tested only the first arcade sequence's - // oxygen gauge this implementation's output *looks* good. It may be wrong still... assert(it->objIdx < NUM_MAX_OBJECT); obj = objectTable + it->objIdx; byte color = obj->part & 0x0F; - int width = -obj->frame; // Flipped horizontally for now. - int height = -obj->costume; // Flipped vertically for now. + int width = obj->frame; + int height = obj->costume; drawPlainBox(obj->x, obj->y, width, height, color); debug(5, "renderOverlay: type=%d, x=%d, y=%d, width=%d, height=%d, color=%d", it->type, obj->x, obj->y, width, height, color); -- cgit v1.2.3