[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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