[Scummvm-cvs-logs] SF.net SVN: scummvm: [27044] scummvm/trunk/engines/agos
Kirben at users.sourceforge.net
Kirben at users.sourceforge.net
Sat Jun 2 01:12:22 CEST 2007
Revision: 27044
http://scummvm.svn.sourceforge.net/scummvm/?rev=27044&view=rev
Author: Kirben
Date: 2007-06-01 16:12:22 -0700 (Fri, 01 Jun 2007)
Log Message:
-----------
Fix regressions, caused by VGATimerEntry type changes.
Modified Paths:
--------------
scummvm/trunk/engines/agos/gfx.cpp
scummvm/trunk/engines/agos/script.cpp
scummvm/trunk/engines/agos/vga.cpp
Modified: scummvm/trunk/engines/agos/gfx.cpp
===================================================================
--- scummvm/trunk/engines/agos/gfx.cpp 2007-06-01 21:10:01 UTC (rev 27043)
+++ scummvm/trunk/engines/agos/gfx.cpp 2007-06-01 23:12:22 UTC (rev 27044)
@@ -1255,14 +1255,14 @@
_windowNum = updateWindow = mode;
_lockWord |= 0x20;
- VgaTimerEntry *vte = _vgaTimerList;
- while (vte->type != 2)
- vte++;
-
- vte->delay = 2;
-
if (getGameType() == GType_FF || getGameType() == GType_PP) {
vc27_resetSprite();
+ } else {
+ VgaTimerEntry *vte = _vgaTimerList;
+ while (vte->type != ANIMATE_INT)
+ vte++;
+
+ vte->delay = 2;
}
if (getGameType() == GType_SIMON2 || getGameType() == GType_FF) {
Modified: scummvm/trunk/engines/agos/script.cpp
===================================================================
--- scummvm/trunk/engines/agos/script.cpp 2007-06-01 21:10:01 UTC (rev 27043)
+++ scummvm/trunk/engines/agos/script.cpp 2007-06-01 23:12:22 UTC (rev 27044)
@@ -453,7 +453,7 @@
if (getGameType() == GType_SIMON1 || getGameType() == GType_SIMON2) {
VgaTimerEntry *vte = _vgaTimerList;
while (vte->delay) {
- if (vte->type == 0)
+ if (vte->type == ANIMATE_EVENT)
vte->delay += 10;
vte++;
}
Modified: scummvm/trunk/engines/agos/vga.cpp
===================================================================
--- scummvm/trunk/engines/agos/vga.cpp 2007-06-01 21:10:01 UTC (rev 27043)
+++ scummvm/trunk/engines/agos/vga.cpp 2007-06-01 23:12:22 UTC (rev 27044)
@@ -1042,7 +1042,7 @@
vte = _vgaTimerList;
while (vte->delay) {
// Skip the animateSprites event in earlier games
- if (vte->type == 2) {
+ if (vte->type == ANIMATE_INT) {
vte++;
// For animated heart in Elvira 2
} else if (getGameType() == GType_ELVIRA2 && vte->sprite_id == 100) {
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