From 8919a8e8418a5dddaafda11b32c2d798ce8d8a40 Mon Sep 17 00:00:00 2001 From: Willem Jan Palenstijn Date: Thu, 14 May 2015 16:55:10 +0200 Subject: [PATCH] SAGA: Avoid code duplication --- engines/saga/scene.cpp | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/engines/saga/scene.cpp b/engines/saga/scene.cpp index 9160131349f..4fa15d09e58 100644 --- a/engines/saga/scene.cpp +++ b/engines/saga/scene.cpp @@ -835,13 +835,14 @@ void Scene::loadScene(LoadSceneParams &loadSceneParams) { loadSceneParams.sceneProc(SCENE_BEGIN, this); } - // We probably don't want "followers" to go into scene -1 , 0. At the very - // least we don't want garbage to be drawn that early in the ITE intro. - if (_sceneNumber > 0 && !(_vm->getGameId() == GID_ITE && _sceneNumber == ITE_SCENE_PUZZLE)) - _vm->_actor->updateActorsScene(loadSceneParams.actorsEntrance); - - if (_vm->getGameId() == GID_ITE && _sceneNumber == ITE_SCENE_PUZZLE) + if (_vm->getGameId() == GID_ITE && _sceneNumber == ITE_SCENE_PUZZLE) { _vm->_puzzle->execute(); + } else { + // We probably don't want "followers" to go into scene -1 , 0. At the very + // least we don't want garbage to be drawn that early in the ITE intro. + if (_sceneNumber > 0) + _vm->_actor->updateActorsScene(loadSceneParams.actorsEntrance); + } if (getFlags() & kSceneFlagShowCursor) { // Activate user interface