[Scummvm-git-logs] scummvm master -> 91a37f88bff95e63fed6f675fd177113cdf219a6
dwatteau
noreply at scummvm.org
Tue Jan 17 18:15:22 UTC 2023
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
91a37f88bf SCUMM: Make Sam & Max WORKAROUND for Trac#2068 an enhancement
Commit: 91a37f88bff95e63fed6f675fd177113cdf219a6
https://github.com/scummvm/scummvm/commit/91a37f88bff95e63fed6f675fd177113cdf219a6
Author: Donovan Watteau (contrib at dwatteau.fr)
Date: 2023-01-17T19:15:09+01:00
Commit Message:
SCUMM: Make Sam & Max WORKAROUND for Trac#2068 an enhancement
The full context is documented in the original ticket, but we still need
this workaround if one plays with subtitles and voices and a slow text
speed, and this is indeed an original script issue since the small glitch
with the fishing line also happens with the original interpreters.
Since we're fixing an original, non-game-breaking bug, this qualifies as
an enhancement that one can disable if they want to be as close as
possible to the original experience.
Changed paths:
engines/scumm/script_v6.cpp
diff --git a/engines/scumm/script_v6.cpp b/engines/scumm/script_v6.cpp
index 3e3265d0571..5ed10c411a1 100644
--- a/engines/scumm/script_v6.cpp
+++ b/engines/scumm/script_v6.cpp
@@ -1204,11 +1204,13 @@ void ScummEngine_v6::o6_animateActor() {
int anim = pop();
int act = pop();
- if (_game.id == GID_SAMNMAX && _roomResource == 35 &&
- vm.slot[_currentScript].number == 202 && act == 4 && anim == 14) {
+ if (_game.id == GID_SAMNMAX && _roomResource == 35 && vm.slot[_currentScript].number == 202 &&
+ act == 4 && anim == 14 && _enableEnhancements) {
// WORKAROUND bug #2068 (Animation glitch at World of Fish).
// Before starting animation 14 of the fisherman, make sure he isn't
- // talking anymore. This appears to be a bug in the original game as well.
+ // talking anymore, otherwise the fishing line may appear twice when Max
+ // grabs it and subtitles (at a slow speed) and voices are both enabled.
+ // This bug exists in the original game as well.
if (getTalkingActor() == 4) {
stopTalk();
}
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