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authorPaul Gilbert2009-07-07 07:41:02 +0000
committerPaul Gilbert2009-07-07 07:41:02 +0000
commitb50b5ae5a4d896a0319d661f16641e5b35855b60 (patch)
tree81e491c2be8c133f19f7d923e1067e12e11a1bb7 /engines
parent1e568222e470eb711e1f1487de1642fd5c1725ea (diff)
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Removed the shooting workaround delay - the overlay number can vary, so it isn't a reliable way of identifying the specific message
svn-id: r42205
Diffstat (limited to 'engines')
-rw-r--r--engines/cruise/function.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/engines/cruise/function.cpp b/engines/cruise/function.cpp
index fb67cef91c..6fe82f76d4 100644
--- a/engines/cruise/function.cpp
+++ b/engines/cruise/function.cpp
@@ -815,11 +815,6 @@ int16 Op_AddMessage(void) {
createTextObject(&cellHead, overlayIdx, var_8, var_6, var_4, var_2, color, masterScreen, currentScriptPtr->overlayNumber, currentScriptPtr->scriptNumber);
- // WORKAROUND: The first message in the 'shooting cutscene' goes too fast on newer systems,
- // so this introduces a delay so the user has more time to read the message
- if ((overlayIdx == 46) && (var_8 == 0))
- userDelay = 3 * (1000 / GAME_FRAME_DELAY_2);
-
return 0;
}