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authorTorbjörn Andersson2018-01-14 18:05:32 +0100
committerTorbjörn Andersson2018-01-14 18:05:32 +0100
commita506a8f7eb7d5d4897afda90bb0c5501c0d556ab (patch)
treedaa7587d438c019ecc022513e39bd030a2d36122 /engines/zvision
parentc7b8bc81691f845bb379aa5e97729c0fe9096850 (diff)
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ZVISION: Clarified comment for workaround for bug #6770
I should have done this before it was merged, but I completely forgot that dafioram had verified that the bug *does* in fact happen in the original game as well.
Diffstat (limited to 'engines/zvision')
-rw-r--r--engines/zvision/scripting/scr_file_handling.cpp4
1 files changed, 1 insertions, 3 deletions
diff --git a/engines/zvision/scripting/scr_file_handling.cpp b/engines/zvision/scripting/scr_file_handling.cpp
index cfbde110ad..c8952cde01 100644
--- a/engines/zvision/scripting/scr_file_handling.cpp
+++ b/engines/zvision/scripting/scr_file_handling.cpp
@@ -146,9 +146,7 @@ bool ScriptManager::parseCriteria(Common::SeekableReadStream &stream, Common::Li
// shows a close-up of only the tunnel, instead of showing the entire
// booth. However, the scripts that draw the lever in its correct
// state do not test this flag, causing it to be drawn when it should
- // not be. This bug does not happen in the original game, suggesting
- // a ScummVM bug. But I'm not aware of any other such glitches, and it
- // still seems like a correct way of working around bug #6770.
+ // not be. This fixes bug #6770.
if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 9536) {
Puzzle::CriteriaEntry entry;
entry.key = 9404; // me2j_time_tunnel_open