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d8ef15acc2
Both the animation components/tracks and the chores itself keep track of the current time independently: animation component: - AnimationStateEmi::_time - initialized with 0 - after the first update() call, _time is advanced by the frametime chores: - Costume::_currTime - initialized with -1 - during the first update() call, _currTime is set first to 0 - during the next update() call, _currTime is advanced by the frametime EMICostume::update() updates first the chore and then all components with the same frame time. This has the effect, that the internal time base of the chore and the animation has always an initial offset (the value of the frametime of the first update() call). For some costumes, the chore will pause the animation by setting the according key for that animation at the end of the animation. However, since the animation component has a different time base, it has already reached that point and may have already disabled itself entirely (instead of just being paused by the chore). This bug fix let the animation set _time to 0 in the first update() call, too. Any consecutive update() call will advance the time by the frametime. This will keep the two time bases of the chore and the animation component in sync.