[Scummvm-cvs-logs] SF.net SVN: scummvm:[49056] scummvm/trunk/engines/sci/engine/kmisc.cpp

m_kiewitz at users.sourceforge.net m_kiewitz at users.sourceforge.net
Mon May 17 11:32:16 CEST 2010


Revision: 49056
          http://scummvm.svn.sourceforge.net/scummvm/?rev=49056&view=rev
Author:   m_kiewitz
Date:     2010-05-17 09:32:16 +0000 (Mon, 17 May 2010)

Log Message:
-----------
SCI: adding speed throttler special case for iceman / submarine control room

Modified Paths:
--------------
    scummvm/trunk/engines/sci/engine/kmisc.cpp

Modified: scummvm/trunk/engines/sci/engine/kmisc.cpp
===================================================================
--- scummvm/trunk/engines/sci/engine/kmisc.cpp	2010-05-17 07:22:26 UTC (rev 49055)
+++ scummvm/trunk/engines/sci/engine/kmisc.cpp	2010-05-17 09:32:16 UTC (rev 49056)
@@ -56,12 +56,18 @@
 			s->restarting_flags &= ~SCI_GAME_WAS_RESTARTED;
 	}
 
+	uint32 neededSleep = 30;
+
 	// WORKAROUND:
 	// LSL3 calculates a machinespeed variable during game startup (right after the filthy questions)
 	//  This one would go through w/o throttling resulting in having to do 1000 pushups or something
 	//  Another way of handling this would be delaying incrementing of "machineSpeed" selector
 	if (s->_gameId == "lsl3" && s->currentRoomNumber() == 290)
 		s->_throttleTrigger = true;
+	if (s->_gameId == "iceman" && s->currentRoomNumber() == 27) {
+		s->_throttleTrigger = true;
+		neededSleep = 60;
+	}
 
 	if (s->_throttleTrigger) {
 		// Some games seem to get the duration of main loop initially and then switch of animations for the whole game
@@ -74,7 +80,6 @@
 
 		uint32 curTime = g_system->getMillis();
 		uint32 duration = curTime - s->_throttleLastTime;
-		uint32 neededSleep = 30;
 
 		if (duration < neededSleep) {
 			s->_event->sleep(neededSleep - duration);


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