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authorPaul Gilbert2015-08-26 19:40:54 -0400
committerPaul Gilbert2015-08-26 19:40:54 -0400
commitbe4c87a48d5fedd8d48bc8d38683fa442b60505e (patch)
tree00b2865034207d738e22bb574da2396c4d544771 /engines/sherlock/tattoo/widget_text.cpp
parenta563077edb1246efe82c75c57250f03b64b5dd9a (diff)
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SHERLOCK: RT: Workaround for Park Lake bug with Watson's dialogs
Diffstat (limited to 'engines/sherlock/tattoo/widget_text.cpp')
-rw-r--r--engines/sherlock/tattoo/widget_text.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/engines/sherlock/tattoo/widget_text.cpp b/engines/sherlock/tattoo/widget_text.cpp
index 33330df2e2..86aa067301 100644
--- a/engines/sherlock/tattoo/widget_text.cpp
+++ b/engines/sherlock/tattoo/widget_text.cpp
@@ -100,6 +100,11 @@ void WidgetText::centerWindowOnSpeaker(int speaker) {
// Check each NPC to see if they are the one that is talking
for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
+ // WORKAROUND: Fixes an original game bug where the positioning for Watson's dialogs
+ // during conversations at the Park Lake lake scene is in the incorrect position
+ if (speaker == 1 && scene._currentScene == 30)
+ continue;
+
if (people[idx]._type == CHARACTER) {
if (!scumm_strnicmp(people[idx]._npcName.c_str(), people._characters[speaker]._portrait, 4)) {
// Place the window above the player