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author | Paul Gilbert | 2009-07-07 02:51:42 +0000 |
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committer | Paul Gilbert | 2009-07-07 02:51:42 +0000 |
commit | 7cc82cfea16b97a3660fea524c3b54aecbff8755 (patch) | |
tree | a5078e3335399d7f96b6d9628035865ce0d9d8cc | |
parent | 5270c82523a1c224e979e436dbb9a75c95c2ec89 (diff) | |
download | scummvm-rg350-7cc82cfea16b97a3660fea524c3b54aecbff8755.tar.gz scummvm-rg350-7cc82cfea16b97a3660fea524c3b54aecbff8755.tar.bz2 scummvm-rg350-7cc82cfea16b97a3660fea524c3b54aecbff8755.zip |
Added workaround to briefly pause when displaying the first message of the shooting cut-scene, so it can be read properly
svn-id: r42198
-rw-r--r-- | engines/cruise/function.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/engines/cruise/function.cpp b/engines/cruise/function.cpp index d0443ef458..0f0113afbf 100644 --- a/engines/cruise/function.cpp +++ b/engines/cruise/function.cpp @@ -817,6 +817,11 @@ int16 Op_AddMessage(void) { createTextObject(&cellHead, overlayIdx, var_8, var_6, var_4, var_2, color, masterScreen, currentScriptPtr->overlayNumber, currentScriptPtr->scriptNumber); + // WORKAROUND: The first message in the 'shooting cutscene' goes too fast on newer systems, + // so this introduces a delay so the user has more time to read the message + if ((overlayIdx == 46) && (var_8 == 0)) + userDelay = 3 * (1000 / GAME_FRAME_DELAY_2); + return 0; } |