[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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