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author | Paul Gilbert | 2015-08-26 19:40:54 -0400 |
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committer | Paul Gilbert | 2015-08-26 19:40:54 -0400 |
commit | be4c87a48d5fedd8d48bc8d38683fa442b60505e (patch) | |
tree | 00b2865034207d738e22bb574da2396c4d544771 /engines | |
parent | a563077edb1246efe82c75c57250f03b64b5dd9a (diff) | |
download | scummvm-rg350-be4c87a48d5fedd8d48bc8d38683fa442b60505e.tar.gz scummvm-rg350-be4c87a48d5fedd8d48bc8d38683fa442b60505e.tar.bz2 scummvm-rg350-be4c87a48d5fedd8d48bc8d38683fa442b60505e.zip |
SHERLOCK: RT: Workaround for Park Lake bug with Watson's dialogs
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sherlock/tattoo/widget_text.cpp | 5 |
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 |