MADS: Remove redundant frame entry remap block in animation loading

This commit is contained in:
Paul Gilbert 2014-05-20 22:34:26 -04:00
parent 876ef49a3a
commit 17012de54b

@ -296,18 +296,10 @@ void Animation::load(UserInterface &interfaceSurface, MSurface &depthSurface,
if (usageList.size() > 0)
_vm->_palette->_paletteUsage.updateUsage(usageList, _header._messagesCount);
if (_header._bgType == ANIMBG_INTERFACE) {
// Remaps the sprite list indexes for frames to the loaded sprite list indexes
for (uint i = 0; i < _frameEntries.size(); ++i) {
int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex;
_frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex];
}
} else {
// Remaps the sprite list indexes for frames to the loaded sprite list indexes
for (uint i = 0; i < _frameEntries.size(); ++i) {
int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex;
_frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex];
}
// Remaps the sprite list indexes for frames to the loaded sprite list indexes
for (uint i = 0; i < _frameEntries.size(); ++i) {
int spriteListIndex = _frameEntries[i]._spriteSlot._spritesIndex;
_frameEntries[i]._spriteSlot._spritesIndex = _spriteListIndexes[spriteListIndex];
}
f.close();