don't update the screen directly after a gamestate load ; keychars and room background are now redrawn on the same frame (bug #1751226)

svn-id: r29133
This commit is contained in:
Gregory Montoir 2007-09-29 19:14:38 +00:00
parent bdffcca128
commit 7ca277d252
2 changed files with 2 additions and 3 deletions

View File

@ -328,7 +328,7 @@ void ToucheEngine::loadGameStateData(Common::ReadStream *stream) {
_backdropBuffer, _currentBitmapWidth, _flagsTable[614], _flagsTable[615], _backdropBuffer, _currentBitmapWidth, _flagsTable[614], _flagsTable[615],
kScreenWidth, kRoomHeight); kScreenWidth, kRoomHeight);
updateRoomRegions(); updateRoomRegions();
updateEntireScreen(); _fullRedrawCounter = 1;
_roomNeedRedraw = false; _roomNeedRedraw = false;
if (_flagsTable[617] != 0) { if (_flagsTable[617] != 0) {
res_loadSpeech(_flagsTable[617]); res_loadSpeech(_flagsTable[617]);

View File

@ -55,7 +55,6 @@ ToucheEngine::ToucheEngine(OSystem *system)
_processRandomPaletteCounter = 0; _processRandomPaletteCounter = 0;
_roomNeedRedraw = false;
_fastWalkMode = false; _fastWalkMode = false;
_fastMode = false; _fastMode = false;
@ -63,7 +62,7 @@ ToucheEngine::ToucheEngine(OSystem *system)
_objectDescriptionNum = 0; _objectDescriptionNum = 0;
_speechPlaying = false; _speechPlaying = false;
_roomNeedRedraw = false; _roomNeedRedraw = false;
_fullRedrawCounter = 0; _fullRedrawCounter = 0;
_menuRedrawCounter = 0; _menuRedrawCounter = 0;
memset(_paletteBuffer, 0, sizeof(_paletteBuffer)); memset(_paletteBuffer, 0, sizeof(_paletteBuffer));