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author | Max Horn | 2007-02-23 01:49:20 +0000 |
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committer | Max Horn | 2007-02-23 01:49:20 +0000 |
commit | a63a71eb780549c936c00913d10372252869aabf (patch) | |
tree | f9226c4ef6217396b60ec3afa2b8467808381ca2 | |
parent | 462483744805c0bb93f732258c7996d6ea29c017 (diff) | |
download | scummvm-rg350-a63a71eb780549c936c00913d10372252869aabf.tar.gz scummvm-rg350-a63a71eb780549c936c00913d10372252869aabf.tar.bz2 scummvm-rg350-a63a71eb780549c936c00913d10372252869aabf.zip |
Added a FIXME to this workaround (it might be to broad -- research needed)
svn-id: r25804
-rw-r--r-- | engines/scumm/script_v5.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp index b335d569a8..7a84235deb 100644 --- a/engines/scumm/script_v5.cpp +++ b/engines/scumm/script_v5.cpp @@ -625,6 +625,9 @@ void ScummEngine_v5::o5_chainScript() { // called via chainScript by script 32, and in there Local[5] is defined // to the actor ID of the opposing soldier. So, we copy that value over // to the Local[5] variable of script 33. + // FIXME: This workaround is meant for Indy3 VGA, but we make no checks + // to exclude the EGA/Mac/FM-TOWNS versions. Maybe we should check those + // (by looking for GF_OLD256 && !platform=FM-TOWNS if (_game.id == GID_INDY3 && vm.slot[cur].number == 32 && script == 33) { vars[5] = vm.localvar[cur][5]; } |