[Scummvm-cvs-logs] CVS: scummvm/scumm scummvm.cpp,2.53,2.54
Max Horn
fingolfin at users.sourceforge.net
Mon Mar 3 19:19:08 CET 2003
Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1:/tmp/cvs-serv23825
Modified Files:
scummvm.cpp
Log Message:
if a script triggers a load, immediatly perform it (this also covers the case where the user requests a load while a SMUSH video is playing. This avoids the annoying affect of seeing 1 frame of the old room immediately after you requested the load
Index: scummvm.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/scummvm.cpp,v
retrieving revision 2.53
retrieving revision 2.54
diff -u -d -r2.53 -r2.54
--- scummvm.cpp 4 Mar 2003 02:43:42 -0000 2.53
+++ scummvm.cpp 4 Mar 2003 03:18:12 -0000 2.54
@@ -559,6 +559,7 @@
_vars[VAR_GAME_LOADED] = 0;
if (_saveLoadFlag) {
+load_game:
bool success;
const char *errMsg = "Succesfully saved/loaded game state in file:\n\n%s";
char filename[256];
@@ -612,6 +613,14 @@
checkExecVerbs();
checkAndRunSentenceScript();
+ // HACK: If a load was requested, immediately perform it. This avoids
+ // drawing the current room right after the load is request but before
+ // it is performed. That was annoying esp. if you loaded while a SMUSH
+ // cutscene was playing.
+ if (_saveLoadFlag && _saveLoadFlag != 1) {
+ goto load_game;
+ }
+
if (_currentRoom == 0) {
gdi._cursorActive = 0;
CHARSET_1();
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