TSAGE: Bugfixes for graphics glitches when using the lift in scene

This commit is contained in:
Paul Gilbert 2011-04-19 19:18:34 +10:00
parent b929699ad2
commit 55f1fa8dba
2 changed files with 4 additions and 4 deletions

View File

@ -2388,8 +2388,8 @@ void SceneObjectList::draw() {
// Handle updating object priority
if (!(obj->_flags & OBJFLAG_FIXED_PRIORITY)) {
obj->_priority = MIN((int)obj->_position.y - 1,
(int)_globals->_sceneManager._scene->_backgroundBounds.bottom);
obj->_priority = MIN((int)obj->_position.y,
(int)_globals->_sceneManager._scene->_backgroundBounds.bottom - 1);
}
if ((_globals->_paneRefreshFlag[paneNum] != 0) || !_globals->_paneRegions[paneNum].empty()) {

View File

@ -5068,7 +5068,7 @@ void Scene2320::Action3::signal() {
break;
}
case 3:
scene->_hotspot6.setPriority2(scene->_hotspot6._priority - 1);
_globals->_player.setPriority2(scene->_hotspot6._priority - 1);
_globals->_player._strip = 3;
setDelay(10);
break;
@ -5798,7 +5798,7 @@ void Scene2320::postInit(SceneObjectList *OwnerList) {
_globals->_sceneItems.push_back(&_hotspot8);
}
_area1.setup(2100, 2, 1, 2100);
_area1.setup(2153, 2, 1, 2100);
_area1._pt = Common::Point(200, 31);
_area2.setup(2153, 3, 1, 2150);
_area2._pt = Common::Point(200, 50);