From b944ad808bb7f596a1877838e03eb3d928324578 Mon Sep 17 00:00:00 2001 From: Torbjörn Andersson Date: Sun, 2 Jan 2005 15:45:38 +0000 Subject: Pausing an animation is done by changing its state now, not by setting a flag. Added yet another event, and changed the ITE intro to reflect that. (Which means the waterfalls are no longer drawn over the game title.) svn-id: r16410 --- saga/ite_introproc.cpp | 14 ++------------ 1 file changed, 2 insertions(+), 12 deletions(-) (limited to 'saga/ite_introproc.cpp') diff --git a/saga/ite_introproc.cpp b/saga/ite_introproc.cpp index 47f48256cf..c17cee2b71 100644 --- a/saga/ite_introproc.cpp +++ b/saga/ite_introproc.cpp @@ -680,9 +680,8 @@ int Scene::ITEIntroValleyProc(int param, SCENE_INFO *scene_info) { // Pause animation before logo event.type = ONESHOT_EVENT; event.code = ANIM_EVENT; - event.op = EVENT_SETFLAG; + event.op = EVENT_STOP; event.param = 0; - event.param2 = ANIM_PAUSE; event.time = 3000; q_event = _vm->_events->chain(q_event, &event); @@ -708,18 +707,9 @@ int Scene::ITEIntroValleyProc(int param, SCENE_INFO *scene_info) { // Unpause animation before logo event.type = ONESHOT_EVENT; event.code = ANIM_EVENT; - event.op = EVENT_CLEARFLAG; - event.param = 0; - event.param2 = ANIM_PAUSE; + event.op = EVENT_PLAY; event.time = 0; - - q_event = _vm->_events->chain(q_event, &event); - - event.type = ONESHOT_EVENT; - event.code = ANIM_EVENT; - event.op = EVENT_FRAME; event.param = 0; - event.time = LOGO_DISSOLVE_DURATION; q_event = _vm->_events->chain(q_event, &event); -- cgit v1.2.3