[Scummvm-cvs-logs] SF.net SVN: scummvm: [30419] scummvm/trunk/engines/scumm/imuse/imuse.cpp
fingolfin at users.sourceforge.net
fingolfin at users.sourceforge.net
Fri Jan 11 23:13:34 CET 2008
Revision: 30419
http://scummvm.svn.sourceforge.net/scummvm/?rev=30419&view=rev
Author: fingolfin
Date: 2008-01-11 14:13:34 -0800 (Fri, 11 Jan 2008)
Log Message:
-----------
The SCUMM timer fix makes the workaround for bug #1324106 obsolete
Modified Paths:
--------------
scummvm/trunk/engines/scumm/imuse/imuse.cpp
Modified: scummvm/trunk/engines/scumm/imuse/imuse.cpp
===================================================================
--- scummvm/trunk/engines/scumm/imuse/imuse.cpp 2008-01-11 22:12:06 UTC (rev 30418)
+++ scummvm/trunk/engines/scumm/imuse/imuse.cpp 2008-01-11 22:13:34 UTC (rev 30419)
@@ -962,8 +962,6 @@
_trigger_count--;
_queue_cleared = false;
do {
- bool skip_cmd = false;
-
pos = (pos + 1) % ARRAYSIZE(_cmd_queue);
if (_queue_pos == pos)
break;
@@ -972,30 +970,8 @@
break;
_queue_end = pos;
- // WORKAROUND for bug #1324106. When playing the "flourishes"
- // as Rapp's body appears from his ashes, MI2 sets up a trigger
- // to pause the music, in case the animation plays too slowly,
- // and then the music is manually unpaused for the next part of
- // the animation.
- //
- // However, with ScummVM the animation finishes slightly too
- // quickly instead, and the pause command is run *after* the
- // unpause, so the whole thing is thrown out of sync. I think
- // we can assume that any platform running ScummVM is fast
- // enough to keep up with the animation here, so ignore the
- // pause command.
- //
- // Since setting up a trigger is a multi-step operation (first
- // the trigger, and then the commands), it's probably easiest
- // to catch it here.
+ doCommand_internal(p[0], p[1], p[2], p[3], p[4], p[5], p[6], 0);
- if (_game_id == GID_MONKEY2 && p[0] == 262 && p[1] == 183 && p[2] == 0) {
- skip_cmd = true;
- }
-
- if (!skip_cmd)
- doCommand_internal(p[0], p[1], p[2], p[3], p[4], p[5], p[6], 0);
-
if (_queue_cleared)
return;
pos = _queue_end;
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