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authorFilippos Karapetis2011-09-26 03:50:58 +0300
committerFilippos Karapetis2011-09-26 03:50:58 +0300
commit62c8d825608c8aa4b4e0b52629e6b34adb26111d (patch)
treebc405797de1fe553ba207d45b58339d7b1c0e703 /engines/agi/text.cpp
parentba7d71d553b8c75699d5d3e737688d71c4f145c8 (diff)
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AGI: Fixed the actual cause of bug #3295652, and partially fixed bug #3080415
Diffstat (limited to 'engines/agi/text.cpp')
-rw-r--r--engines/agi/text.cpp8
1 files changed, 0 insertions, 8 deletions
diff --git a/engines/agi/text.cpp b/engines/agi/text.cpp
index 9ac416e70e..838dc739c9 100644
--- a/engines/agi/text.cpp
+++ b/engines/agi/text.cpp
@@ -437,14 +437,6 @@ int AgiEngine::print(const char *p, int lin, int col, int len) {
debugC(4, kDebugLevelText, "print(): lin = %d, col = %d, len = %d", lin, col, len);
- // WORKAROUND for SQ0, room 28: when the tree is talking, non-blocking
- // text boxes are shown and the tree's animation is shown underneath.
- // The text boxes are drawn too low, and the tree's animation is painted
- // over them. We cheat here and move the text boxex one line above to
- // avoid getting them overdrawn. Fixes bug #3295652.
- if (getGameID() == GID_SQ0 && getvar(0) == 28 && lin == 6)
- lin = 5;
-
blitTextbox(p, lin, col, len);
if (getflag(fOutputMode)) {