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authorMax Horn2007-02-23 01:49:20 +0000
committerMax Horn2007-02-23 01:49:20 +0000
commita63a71eb780549c936c00913d10372252869aabf (patch)
treef9226c4ef6217396b60ec3afa2b8467808381ca2
parent462483744805c0bb93f732258c7996d6ea29c017 (diff)
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Added a FIXME to this workaround (it might be to broad -- research needed)
svn-id: r25804
-rw-r--r--engines/scumm/script_v5.cpp3
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];
}