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authorFilippos Karapetis2010-07-27 15:29:58 +0000
committerFilippos Karapetis2010-07-27 15:29:58 +0000
commit7024991cc99bf5a964fceeae62057a1d5e501c51 (patch)
tree44ccdc3cf62243e5cafe51152d392506386e7ea0 /engines
parent780cb85cce441c07540ec707e40eeef0d10e0420 (diff)
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SCI: Removed the room number from the two workarounds for Hoyle 3 (Character::say) thus fixing the crash in dominoes observed in bug #3035080. Some whitespace fixes.
svn-id: r51375
Diffstat (limited to 'engines')
-rw-r--r--engines/sci/engine/workarounds.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/sci/engine/workarounds.cpp b/engines/sci/engine/workarounds.cpp
index 9b0db2c3fb..4f8c0184d7 100644
--- a/engines/sci/engine/workarounds.cpp
+++ b/engines/sci/engine/workarounds.cpp
@@ -48,7 +48,7 @@ const SciWorkaroundEntry opcodeOrWorkarounds[] = {
const SciWorkaroundEntry opcodeDptoaWorkarounds[] = {
{ GID_LSL6, 360, 938, 0, "ROsc", "cycleDone", -1, 0, { WORKAROUND_FAKE, 1 } }, // when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
{ GID_LSL6HIRES, 360,64938, 0, "ROsc", "cycleDone", -1, 0, { WORKAROUND_FAKE, 1 } }, // when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
- { GID_SQ5, 200, 939, 0, "Osc", "cycleDone", -1, 0, { WORKAROUND_FAKE, 1 } }, // when going back to bridge the crew is goofing off, we get an object as cycle count
+ { GID_SQ5, 200, 939, 0, "Osc", "cycleDone", -1, 0, { WORKAROUND_FAKE, 1 } }, // when going back to bridge the crew is goofing off, we get an object as cycle count
SCI_WORKAROUNDENTRY_TERMINATOR
};
@@ -65,8 +65,8 @@ const SciWorkaroundEntry uninitializedReadWorkarounds[] = {
{ GID_GK2, -1, 11, 0, "", "export 10", -1, 4, { WORKAROUND_FAKE, 0 } }, // called during the game
{ GID_HOYLE1, 4, 104, 0, "GinRummyCardList", "calcRuns", -1, 4, { WORKAROUND_FAKE, 0 } }, // Gin Rummy / right when the game starts
{ GID_HOYLE1, 5, 204, 0, "tableau", "checkRuns", -1, 2, { WORKAROUND_FAKE, 0 } }, // Cribbage / during the game
- { GID_HOYLE3, 200, 0, 1, "Character", "say", -1, 504, { WORKAROUND_FAKE, 0 } }, // when starting checkers, first time a character says something
- { GID_HOYLE3, 200, 0, 1, "Character", "say", -1, 505, { WORKAROUND_FAKE, 0 } }, // when starting checkers, first time a character says something
+ { GID_HOYLE3, -1, 0, 1, "Character", "say", -1, 504, { WORKAROUND_FAKE, 0 } }, // when starting checkers or dominoes, first time a character says something
+ { GID_HOYLE3, -1, 0, 1, "Character", "say", -1, 505, { WORKAROUND_FAKE, 0 } }, // when starting checkers or dominoes, first time a character says something
{ GID_HOYLE3, -1, 700, 0, "gcWindow", "open", -1, -1, { WORKAROUND_FAKE, 0 } }, // when entering control menu
{ GID_ISLANDBRAIN, 140, 140, 0, "piece", "init", -1, 3, { WORKAROUND_FAKE, 1 } }, // first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0
{ GID_ISLANDBRAIN, 200, 268, 0, "anElement", "select", -1, 0, { WORKAROUND_FAKE, 0 } }, // elements puzzle, gets used before super TextIcon