[Scummvm-cvs-logs] CVS: scummvm/scumm camera.cpp,2.16,2.17 script_v5.cpp,1.200,1.201

Travis Howell kirben at users.sourceforge.net
Wed Oct 15 02:41:06 CEST 2003


Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1:/tmp/cvs-serv20884/scumm

Modified Files:
	camera.cpp script_v5.cpp 
Log Message:

Disable code which seems to be real cause of lock up in title screen of MI1 demos


Index: camera.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/camera.cpp,v
retrieving revision 2.16
retrieving revision 2.17
diff -u -d -r2.16 -r2.17
--- camera.cpp	6 Oct 2003 23:21:22 -0000	2.16
+++ camera.cpp	15 Oct 2003 09:40:44 -0000	2.17
@@ -367,13 +367,18 @@
 	if (!(_features & GF_NEW_CAMERA)) {
 		int old;
 
-		/* mi1 compatibilty */
+// Exactly why is this code needed for Monkey Island 1?
+// Seems to be the real cause of lock up at title screen
+// in Amiga and PC demo versions.
+/*
+		// MI1 compatibilty
 		if (act == 0) {
 			camera._mode = CM_NORMAL;
 			camera._follows = 0;
 			camera._movingToActor = false;
 			return;
 		}
+*/
 
 		old = camera._follows;
 		setCameraFollows(derefActor(act, "actorFollowCamera"));

Index: script_v5.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/script_v5.cpp,v
retrieving revision 1.200
retrieving revision 1.201
diff -u -d -r1.200 -r1.201
--- script_v5.cpp	15 Oct 2003 02:38:22 -0000	1.200
+++ script_v5.cpp	15 Oct 2003 09:40:44 -0000	1.201
@@ -1639,22 +1639,6 @@
 
 	a = derefActor(act, "o5_putActorInRoom");
 	
-	// WORKAROUND: Fix for Bug #770710
-	// This fixes conflicting actor usage by two different scripts
-	// in MI1 Demo (PC GID_MONKEY_EGA or Amiga GID_MONKEY_VGA). The
-	// exit script for the LucasArts logo screen attempts to reset an
-	// actor that has already been set up for the next scene by the
-	// boot script. The fix cannot be used as a general behavior 
-	// because it does cause GFX glitches in other games that try to
-	// do legitimate cleanup of actors that are in another room.
-	// (The Indy3 "Indy at Donovan's" cutscene, for instance.)
-	if (_gameId == GID_MONKEY_EGA || _gameId == GID_MONKEY_VGA) {
-		if (room == 0 && a->room != _currentRoom && a->room != room && _currentRoom != room) {
-			warning ("o5_putActorInRoom (%d [%d], %d) ignored", act, a->room, room);
-			return;
-		}
-	}
-
 	if (a->visible && _currentRoom != room && VAR(VAR_TALK_ACTOR) == a->number) {
 		clearMsgQueue();
 	}





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