MADS: Better initialization of animation cycling palettes
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f025a61558
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1 changed files with 11 additions and 3 deletions
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@ -891,7 +891,6 @@ void AnimationView::loadNextResource() {
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// Signal for a screen refresh
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// Signal for a screen refresh
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scene._spriteSlots.fullRefresh();
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scene._spriteSlots.fullRefresh();
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palette.setFullPalette(palette._mainPalette);
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// If a sound driver has been specified, then load the correct one
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// If a sound driver has been specified, then load the correct one
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if (!_currentAnimation->_header._soundName.empty()) {
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if (!_currentAnimation->_header._soundName.empty()) {
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@ -918,8 +917,17 @@ void AnimationView::loadNextResource() {
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// Start the new animation
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// Start the new animation
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_currentAnimation->startAnimation(0);
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_currentAnimation->startAnimation(0);
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// If there were any palette cycles defined, start them up
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// Handle the palette and cycling palette
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scene.initPaletteAnimation(paletteCycles, true);
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scene._cyclingActive = false;
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Common::copy(&palette._mainPalette[0], &palette._mainPalette[PALETTE_SIZE],
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&palette._cyclingPalette[0]);
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_vm->_game->_fx = (ScreenTransition)resEntry._fx;
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if (!_vm->_game->_fx) {
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palette.setFullPalette(palette._mainPalette);
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}
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scene.initPaletteAnimation(paletteCycles, (paletteCycles.size() > 0) && !_vm->_game->_fx);
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}
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}
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void AnimationView::scriptDone() {
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void AnimationView::scriptDone() {
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