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GRIM: cleanup
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@@ -516,7 +516,6 @@ Common::Error GrimEngine::run() {
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lua_pushnil(); // resumeSave
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lua_pushnil(); // bootParam - not used in scripts
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// lua_pushnumber(0); // bootParam
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lua_call("BOOT");
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_savegameLoadRequest = false;
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@@ -913,7 +912,6 @@ void GrimEngine::updateDisplayScene() {
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if (_mode == ENGINE_MODE_SMUSH) {
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if (g_movie->isPlaying()) {
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//_mode = ENGINE_MODE_NORMAL; ???
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_movieTime = g_movie->getMovieTime();
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if (g_movie->isUpdateNeeded()) {
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g_driver->prepareSmushFrame(g_movie->getWidth(), g_movie->getHeight(), g_movie->getDstPtr());
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@@ -996,14 +994,7 @@ void GrimEngine::updateDisplayScene() {
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drawPrimitives();
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} else if (_mode == ENGINE_MODE_DRAW) {
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// Adding line below and comment out rest solve flickering, also in tripple buffering mode too
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_doFlip = false;
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/* if (_refreshDrawNeeded) {
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handleUserPaint();
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g_driver->flipBuffer();
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}
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_refreshDrawNeeded = false;
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return;*/
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}
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}
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@@ -1150,9 +1141,6 @@ void GrimEngine::savegameRestore() {
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g_imuse->pause(true);
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g_movie->pause(true);
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// free all resource
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// lock resources
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_selectedActor = NULL;
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_talkingActor = NULL;
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if (_currScene)
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@@ -1170,15 +1158,6 @@ void GrimEngine::savegameRestore() {
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restoreActors(_savedState);
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g_driver->restoreState(_savedState);
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//Chore_Restore(_savedState);
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//Resource_Restore(_savedState);
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//Text_Restore(_savedState);
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//Room_Restore(_savedState);
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//Actor_Restore(_savedState);
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//Render_Restore(_savedState);
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//Primitive_Restore(_savedState);
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//Smush_Restore(_savedState);
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g_imuse->restoreState(_savedState);
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g_movie->restoreState(_savedState);
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_savedState->beginSection('LUAS');
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@@ -1383,15 +1362,6 @@ void GrimEngine::savegameSave() {
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saveActors(_savedState);
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g_driver->saveState(_savedState);
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//Chore_Save(_savedState);
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//Resource_Save(_savedState);
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//Text_Save(_savedState);
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//Room_Save(_savedState);
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//Actor_Save(_savedState);
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//Render_Save(_savedState);
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//Primitive_Save(_savedState);
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//Smush_Save(_savedState);
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g_imuse->saveState(_savedState);
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g_movie->saveState(_savedState);
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_savedState->beginSection('LUAS');
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