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authorTravis Howell2006-07-15 04:53:54 +0000
committerTravis Howell2006-07-15 04:53:54 +0000
commit4664fdae6b88c059951972a5a409cc6c90d87a11 (patch)
treedcc081466b9049506a2505f93871a101560701f0 /engines/scumm
parentc179895316a1d3f7eb19110016e0c4248da292a8 (diff)
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There are no known releases of indy3ega/monkeyega that require this bypass
svn-id: r23503
Diffstat (limited to 'engines/scumm')
-rw-r--r--engines/scumm/script_v5.cpp8
1 files changed, 0 insertions, 8 deletions
diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp
index 0ec10e4c6f..813ebf0589 100644
--- a/engines/scumm/script_v5.cpp
+++ b/engines/scumm/script_v5.cpp
@@ -1449,14 +1449,6 @@ void ScummEngine_v5::o5_loadRoom() {
room = getVarOrDirectByte(PARAM_1);
- if (!_copyProtection) {
- // Skip copy protection scheme
- if (_game.id == GID_INDY3 && (_game.features & GF_OLD_BUNDLE) && room == 92) {
- VAR(57) = 1;
- return;
- }
- }
-
// For small header games, we only call startScene if the room
// actually changed. This avoid unwanted (wrong) fades in Zak256
// and others. OTOH, it seems to cause a problem in newer games.