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
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2 changed files with 5 additions and 8 deletions
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@ -1274,9 +1274,10 @@ void ScummEngine_v2::o2_lights() {
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// 0 Darkness
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// 1 Flashlight
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// 2 Lighted area
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if (a == 2)
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// 11 and 12 are used by NES version
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if (a == 2 || a == 11)
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VAR(VAR_CURRENT_LIGHTS) = 11;
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else if (a == 1)
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else if (a == 1 || a == 12)
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VAR(VAR_CURRENT_LIGHTS) = 4;
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else
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VAR(VAR_CURRENT_LIGHTS) = 0;
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