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- redraw inventory before entering a room
- some cleanup svn-id: r22660
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15411f5ffa
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@ -188,8 +188,9 @@ void KyraEngine::loadGame(const char *fileName) {
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_configVoice = in->readByte();
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}
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loadMainScreen(8);
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if (queryGameFlag(0x2D)) {
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loadMainScreen(8);
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loadBitmap("AMULET3.CPS", 10, 10, 0);
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if (!queryGameFlag(0xF1)) {
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for (int i = 0x55; i <= 0x5A; ++i) {
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@ -199,15 +200,12 @@ void KyraEngine::loadGame(const char *fileName) {
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}
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}
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_screen->copyRegion(0, 0, 0, 0, 320, 200, 10, 8);
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uint8 *_pageSrc = _screen->getPagePtr(8);
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uint8 *_pageDst = _screen->getPagePtr(0);
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memcpy(_pageDst, _pageSrc, 320*200);
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} else {
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loadMainScreen(8);
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_screen->copyRegion(0, 0, 0, 0, 320, 200, 8, 0);
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}
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createMouseItem(_itemInHand);
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_animator->setBrandonAnimSeqSize(3, 48);
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redrawInventory(0);
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_animator->_noDrawShapesFlag = 1;
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enterNewScene(_currentCharacter->sceneId, _currentCharacter->facing, 0, 0, 1);
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_animator->_noDrawShapesFlag = 0;
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@ -220,7 +218,6 @@ void KyraEngine::loadGame(const char *fileName) {
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_animator->prepDrawAllObjects();
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_animator->copyChangedObjectsForward(0);
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_screen->copyRegion(8, 8, 8, 8, 304, 128, 2, 0);
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redrawInventory(0);
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_abortWalkFlag = true;
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_abortWalkFlag2 = false;
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