Properly wipe out animation trails in MM NES. It appeared that it

just uses different constants for VAR_CURRENT_LIGHTS. So now it
uses proper double buffering as well

svn-id: r17159
This commit is contained in:
Eugene Sandulenko 2005-03-15 21:15:37 +00:00
parent 968e900a0f
commit b8ee09d21b
2 changed files with 5 additions and 8 deletions

View file

@ -1274,9 +1274,10 @@ void ScummEngine_v2::o2_lights() {
// 0 Darkness
// 1 Flashlight
// 2 Lighted area
if (a == 2)
// 11 and 12 are used by NES version
if (a == 2 || a == 11)
VAR(VAR_CURRENT_LIGHTS) = 11;
else if (a == 1)
else if (a == 1 || a == 12)
VAR(VAR_CURRENT_LIGHTS) = 4;
else
VAR(VAR_CURRENT_LIGHTS) = 0;