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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
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parent
bdffcca128
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7ca277d252
@ -328,7 +328,7 @@ void ToucheEngine::loadGameStateData(Common::ReadStream *stream) {
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_backdropBuffer, _currentBitmapWidth, _flagsTable[614], _flagsTable[615],
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_backdropBuffer, _currentBitmapWidth, _flagsTable[614], _flagsTable[615],
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kScreenWidth, kRoomHeight);
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kScreenWidth, kRoomHeight);
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updateRoomRegions();
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updateRoomRegions();
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updateEntireScreen();
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_fullRedrawCounter = 1;
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_roomNeedRedraw = false;
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_roomNeedRedraw = false;
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if (_flagsTable[617] != 0) {
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if (_flagsTable[617] != 0) {
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res_loadSpeech(_flagsTable[617]);
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res_loadSpeech(_flagsTable[617]);
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@ -55,7 +55,6 @@ ToucheEngine::ToucheEngine(OSystem *system)
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_processRandomPaletteCounter = 0;
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_processRandomPaletteCounter = 0;
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_roomNeedRedraw = false;
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_fastWalkMode = false;
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_fastWalkMode = false;
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_fastMode = false;
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_fastMode = false;
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@ -63,7 +62,7 @@ ToucheEngine::ToucheEngine(OSystem *system)
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_objectDescriptionNum = 0;
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_objectDescriptionNum = 0;
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_speechPlaying = false;
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_speechPlaying = false;
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_roomNeedRedraw = false;
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_roomNeedRedraw = false;
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_fullRedrawCounter = 0;
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_fullRedrawCounter = 0;
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_menuRedrawCounter = 0;
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_menuRedrawCounter = 0;
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memset(_paletteBuffer, 0, sizeof(_paletteBuffer));
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memset(_paletteBuffer, 0, sizeof(_paletteBuffer));
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