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authorGregory Montoir2006-05-30 20:46:11 +0000
committerGregory Montoir2006-05-30 20:46:11 +0000
commit4bdef42007daa757cbfb31ca6f2b85925064c26a (patch)
tree66bb50ce1c823310375fb719825aa16f1c3a787e /engines/queen
parent33eeb81bd6e01afa2e1e366249c0c3e6c739ce45 (diff)
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Workaround bug #1497280.
svn-id: r22785
Diffstat (limited to 'engines/queen')
-rw-r--r--engines/queen/command.cpp23
1 files changed, 23 insertions, 0 deletions
diff --git a/engines/queen/command.cpp b/engines/queen/command.cpp
index a84d859fe6..ff34238db5 100644
--- a/engines/queen/command.cpp
+++ b/engines/queen/command.cpp
@@ -203,6 +203,29 @@ void Command::executeCurrentAction() {
for (i = 1; i <= comMax; ++i) {
comId = matchingCmds[i - 1];
+
+ // WORKAROUND bug #1497280: This command is triggered in room 56 (the
+ // room with two waterfalls in the maze part of the game) if the user
+ // tries to walk through the left waterfall (object 423).
+ //
+ // Normally, this would move Joe to room 101 on the upper level and
+ // start a cutscene. Joe would notice that Yan has been trapped (on
+ // the lower level of the same room). The problem would then appear :
+ // Joe is stuck behind the waterfall due to a walkbox issue. We could
+ // fix the walkbox issue, but then Joe would walk through the waterfall
+ // which wouldn't look that nice, graphically.
+ //
+ // Since this command isn't necessary to complete the game and doesn't
+ // really makes sense here, we just skip it for now. The same cutscene
+ // is already played in command 648, so the user don't miss anything
+ // from the story/experience pov.
+ //
+ // Note: this happens with the original engine, too.
+
+ if (comId == 649) {
+ continue;
+ }
+
com = &_cmdList[comId];
// check the Gamestates and set them if necessary