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Added code to handle EGA title screens being immediately shown rather than faded in
svn-id: r30098
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1dd2e32fc0
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@ -23,6 +23,7 @@
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*
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*
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*/
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*/
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#include "lure/lure.h"
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#include "lure/intro.h"
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#include "lure/intro.h"
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#include "lure/animseq.h"
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#include "lure/animseq.h"
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#include "lure/events.h"
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#include "lure/events.h"
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@ -54,15 +55,20 @@ static const AnimRecord anim_screens[] = {
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bool Introduction::showScreen(uint16 screenId, uint16 paletteId, uint16 delaySize) {
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bool Introduction::showScreen(uint16 screenId, uint16 paletteId, uint16 delaySize) {
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Events &events = Events::getReference();
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Events &events = Events::getReference();
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bool isEGA = LureEngine::getReference().isEGA();
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_screen.screen().loadScreen(screenId);
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_screen.screen().loadScreen(screenId);
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_screen.update();
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_screen.update();
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Palette p(paletteId);
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Palette p(paletteId);
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_screen.paletteFadeIn(&p);
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if (isEGA) _screen.setPalette(&p);
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else _screen.paletteFadeIn(&p);
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bool result = interruptableDelay(delaySize);
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bool result = interruptableDelay(delaySize);
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if (events.quitFlag) return true;
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if (events.quitFlag) return true;
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_screen.paletteFadeOut();
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if (!isEGA)
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_screen.paletteFadeOut();
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return result;
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return result;
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}
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}
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