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authorJamieson Christian2003-08-18 13:55:12 +0000
committerJamieson Christian2003-08-18 13:55:12 +0000
commit4748b92b33b1fefbf5e1761fc92b33f651b93c51 (patch)
treee2673a2e65b05403f672fdf4f6f7c116bd90c044
parentd76b92d2b7c3050d26c587dae059fe896b90c60f (diff)
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Commented MI1 Demo fix.
svn-id: r9764
-rw-r--r--scumm/script_v5.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp
index 7b9bad67fd..dfcbaaf4e4 100644
--- a/scumm/script_v5.cpp
+++ b/scumm/script_v5.cpp
@@ -1462,6 +1462,15 @@ void Scumm_v5::o5_putActorInRoom() {
a = derefActor(act, "o5_putActorInRoom");
+ // Fix for Bug #770710
+ // This fix fixes conflicting actor usage by two different scripts
+ // in MI1 Demo (PC GID_MONKEY_EGA or Amiga GID_MONKEY_VGA). The
+ // exit script for the LucasArts logo screen attempts to reset an
+ // actor that has already been set up for the next scene by the
+ // boot script. The fix cannot be used as a general behavior
+ // because it does cause GFX glitches in other games that try to
+ // do legitimate cleanup of actors that are in another room.
+ // (The Indy3 "Indy at Donovan's" cutscene, for instance.)
if (_gameId == GID_MONKEY_EGA || _gameId == GID_MONKEY_VGA) {
if (room == 0 && a->room != _currentRoom && a->room != room && _currentRoom != room) {
warning ("o5_putActorInRoom (%d [%d], %d) ignored", act, a->room, room);