SHERLOCK: Cleanup fixes for animation player

This commit is contained in:
Paul Gilbert 2015-05-09 08:56:12 -04:00
parent 13c06c100e
commit 1ef5b66792

View file

@ -127,7 +127,8 @@ bool Animation::play(const Common::String &filename, int minDelay, int fade,
// since we don't want the offsets in the image file to be used, just the explicit position we specify // since we don't want the offsets in the image file to be used, just the explicit position we specify
screen.transBlitFrom(images[imageFrame]._frame, pt); screen.transBlitFrom(images[imageFrame]._frame, pt);
} else { } else {
// No sprite to show for this animation frame // At this point, either the sprites for the frame has been complete, or there weren't any sprites
// at all to draw for the frame
if (fade == 255) { if (fade == 255) {
// Gradual fade in // Gradual fade in
if (screen.equalizePalette(images._palette) == 0) if (screen.equalizePalette(images._palette) == 0)
@ -178,14 +179,14 @@ const int *Animation::checkForSoundFrames(const Common::String &filename) {
if (_vm->_soundOverride.empty()) { if (_vm->_soundOverride.empty()) {
for (int idx = 0; idx < PROLOGUE_NAMES_COUNT; ++idx) { for (int idx = 0; idx < PROLOGUE_NAMES_COUNT; ++idx) {
if (!scumm_stricmp(filename.c_str(), PROLOGUE_NAMES[idx])) { if (!filename.equalsIgnoreCase(PROLOGUE_NAMES[idx])) {
frames = &PROLOGUE_FRAMES[idx][0]; frames = &PROLOGUE_FRAMES[idx][0];
break; break;
} }
} }
} else { } else {
for (int idx = 0; idx < TITLE_NAMES_COUNT; ++idx) { for (int idx = 0; idx < TITLE_NAMES_COUNT; ++idx) {
if (!scumm_stricmp(filename.c_str(), TITLE_NAMES[idx])) { if (!filename.equalsIgnoreCase(TITLE_NAMES[idx])) {
frames = &TITLE_FRAMES[idx][0]; frames = &TITLE_FRAMES[idx][0];
break; break;
} }