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authorFilippos Karapetis2011-09-26 00:56:10 +0300
committerFilippos Karapetis2011-09-26 00:56:10 +0300
commit81fdf2c10306fa8d449476f6c77afb8299b93f4d (patch)
treee2d2eaee87f943740ad32c6431b0c7ec18fd25c1 /engines/agi/keyboard.cpp
parentbd6a05bdd4e71548aadc2c846b6ab16d4d486a2e (diff)
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AGI: Fixed bug #3074570 - "AGI LSL1: TAB stops working after restart"
Applied eriktorbjorn's patch from that bug tracker item (slightly modified), which is what NAGI does, and which fixes restarting in LSL1 and PQ1 (bug #2823762), and other AGI games that do not reset the controller keys when restarting.
Diffstat (limited to 'engines/agi/keyboard.cpp')
-rw-r--r--engines/agi/keyboard.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/agi/keyboard.cpp b/engines/agi/keyboard.cpp
index d899a6e202..4ac08492ae 100644
--- a/engines/agi/keyboard.cpp
+++ b/engines/agi/keyboard.cpp
@@ -114,7 +114,7 @@ int AgiEngine::handleController(int key) {
debugC(3, kDebugLevelInput, "key = %04x", key);
- for (i = 0; i < _game.lastController; i++) {
+ for (i = 0; i < MAX_CONTROLLERS; i++) {
if (_game.controllers[i].keycode == key) {
debugC(3, kDebugLevelInput, "event %d: key press", _game.controllers[i].controller);
_game.controllerOccured[_game.controllers[i].controller] = true;