[Scummvm-cvs-logs] SF.net SVN: scummvm: [27881] scummvm/branches/branch-0-10-0/engines/agi/ op_cmd.cpp
buddha_ at users.sourceforge.net
buddha_ at users.sourceforge.net
Tue Jul 3 15:53:53 CEST 2007
Revision: 27881
http://scummvm.svn.sourceforge.net/scummvm/?rev=27881&view=rev
Author: buddha_
Date: 2007-07-03 06:53:53 -0700 (Tue, 03 Jul 2007)
Log Message:
-----------
Backport workaround for Gold Rush intro skipping bug #1737343.
Modified Paths:
--------------
scummvm/branches/branch-0-10-0/engines/agi/op_cmd.cpp
Modified: scummvm/branches/branch-0-10-0/engines/agi/op_cmd.cpp
===================================================================
--- scummvm/branches/branch-0-10-0/engines/agi/op_cmd.cpp 2007-07-03 04:47:12 UTC (rev 27880)
+++ scummvm/branches/branch-0-10-0/engines/agi/op_cmd.cpp 2007-07-03 13:53:53 UTC (rev 27881)
@@ -153,6 +153,18 @@
cmd(new_room) {
g_agi->newRoom(p0);
+
+ // WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush.
+ // Intro was skipped because the enter-keypress finalizing the entering
+ // of the copy protection string (Copy protection is in logic.128) was
+ // left over to the intro scene (Starts with room 73 i.e. logic.073).
+ // The intro scene checks for any keys pressed and if it finds any it
+ // jumps to the game's start (Room 1 i.e. logic.001). We clear the
+ // keyboard buffer when the intro sequence's first room (Room 73) is
+ // loaded so that no keys from the copy protection scene can be left
+ // over to cause the intro to skip to the game's start.
+ if (g_agi->getGameID() == GID_GOLDRUSH && p0 == 73)
+ game.keypress = 0;
}
cmd(new_room_f) {
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