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authorJames Brown2002-10-16 11:58:56 +0000
committerJames Brown2002-10-16 11:58:56 +0000
commit1c65e2ffc01d689451f7e6391cf327edc2b7deb7 (patch)
treeead66d057b252340a41132d7e99b2ecf5406277d
parent4f3a2f774c23ab32cb2fdea413345b4be80a68e8 (diff)
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Hack out 'Wait for actor drawn' for The Dig. See IRC logs for more
details :) svn-id: r5165
-rw-r--r--scumm/script_v2.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/scumm/script_v2.cpp b/scumm/script_v2.cpp
index 0b71d508df..e944a7c17b 100644
--- a/scumm/script_v2.cpp
+++ b/scumm/script_v2.cpp
@@ -2379,6 +2379,15 @@ void Scumm::o6_wait()
case 226:{ /* wait until actor drawn */
Actor *a = derefActorSafe(pop(), "o6_wait:226");
int offs = (int16)fetchScriptWord();
+
+ return; // FIXME
+ // This wait command doesn't return at the
+ // correct times, which causes several script freezes
+ // in The Dig. Eg, planetarium lightbridge,
+ // and taking the rod in the museum AFTER looking at
+ // all the displays. Why? Is our code too optimised
+ // vs. the original?
+
if (a && a->isInCurrentRoom() && a->needRedraw) {
_scriptPointer += offs;
o6_breakHere();