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authorFilippos Karapetis2012-09-03 04:31:56 +0300
committerFilippos Karapetis2012-09-03 04:32:31 +0300
commite9730ca5978e3fb0b6285ef785149f049f22e824 (patch)
tree0a303d32d30553a0ddf3341de0f93f8acc124602 /engines/tinsel
parent5f6a98cb5ba373a19e82d17718a0077f40305f9d (diff)
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TINSEL: Fix bug #3541542 - "DW: PSX version dies when pressing ESC in intro"
DW1 PSX seems to have its own scene skipping code for scenes 2 and 3, thus injecting our own causes it to hang. Scenes 2 and 3 can be skipped separately.
Diffstat (limited to 'engines/tinsel')
-rw-r--r--engines/tinsel/scene.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/engines/tinsel/scene.cpp b/engines/tinsel/scene.cpp
index 79bb30f7a3..c5444517f1 100644
--- a/engines/tinsel/scene.cpp
+++ b/engines/tinsel/scene.cpp
@@ -158,7 +158,8 @@ static void SceneTinselProcess(CORO_PARAM, const void *param) {
// The following myEscape value setting is used for enabling title screen skipping in DW1
if (TinselV1 && (g_sceneCtr == 1)) g_initialMyEscape = GetEscEvents();
- _ctx->myEscape = (TinselV1 && (g_sceneCtr < 4)) ? g_initialMyEscape : 0;
+ // DW1 PSX has its own scene skipping script code for scenes 2 and 3 (bug #3541542).
+ _ctx->myEscape = (TinselV1 && (g_sceneCtr < (TinselV1PSX ? 2 : 4))) ? g_initialMyEscape : 0;
// get the stuff copied to process when it was created
_ctx->pInit = (const TP_INIT *)param;