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authorMartin Kiewitz2016-02-19 12:52:19 +0100
committerMartin Kiewitz2016-02-19 12:52:19 +0100
commit22522196f409a1dd0a0cba202557f827e82ab501 (patch)
tree7b9a17290f1faeee60c35ae4fab4aa2d71d0ea0b /engines/agi/agi.cpp
parentdd83d7a544fe8b44260cae5964f843d8bf11fd0c (diff)
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AGI: Slightly change artificial delay to detect GR mule
Now also detects the text, that is shown when following your mule in Gold Rush!
Diffstat (limited to 'engines/agi/agi.cpp')
-rw-r--r--engines/agi/agi.cpp15
1 files changed, 9 insertions, 6 deletions
diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp
index 4b344c07eb..5461efb5de 100644
--- a/engines/agi/agi.cpp
+++ b/engines/agi/agi.cpp
@@ -573,6 +573,8 @@ void AgiEngine::syncSoundSettings() {
//
// Scenes that need this:
//
+// Gold Rush:
+// - when following your mule "Yet right on his tail!!!" (NewRoom/NewPicture - but room 123 stays the same)
// Manhunter 1:
// - intro text screen (DrawPic)
// - MAD "zooming in..." during intro and other scenes, for example room 124 (NewRoom)
@@ -668,8 +670,6 @@ void AgiEngine::artificialDelayTrigger_NewRoom(int16 newRoomNr) {
millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWROOM, _artificialDelayCurrentRoom, newRoomNr);
if (_game.nonBlockingTextShown) {
- _game.nonBlockingTextShown = false;
-
if (newRoomNr != _artificialDelayCurrentRoom) {
if (millisecondsDelay < 2000) {
// wait a bit, we detected non-blocking text
@@ -680,6 +680,7 @@ void AgiEngine::artificialDelayTrigger_NewRoom(int16 newRoomNr) {
if (millisecondsDelay) {
wait(millisecondsDelay, true); // set busy mouse cursor
+ _game.nonBlockingTextShown = false;
}
}
@@ -695,15 +696,17 @@ void AgiEngine::artificialDelayTrigger_DrawPicture(int16 newPictureNr) {
millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWPICTURE, _artificialDelayCurrentPicture, newPictureNr);
if (_game.nonBlockingTextShown) {
- _game.nonBlockingTextShown = false;
- if (millisecondsDelay < 2000) {
- // wait a bit, we detected non-blocking text
- millisecondsDelay = 2000; // 2 seconds, set busy
+ if (newPictureNr != _artificialDelayCurrentPicture) {
+ if (millisecondsDelay < 2000) {
+ // wait a bit, we detected non-blocking text
+ millisecondsDelay = 2000; // 2 seconds, set busy
+ }
}
}
if (millisecondsDelay) {
wait(millisecondsDelay, true); // set busy mouse cursor
+ _game.nonBlockingTextShown = false;
}
}
_artificialDelayCurrentPicture = newPictureNr;