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authorTravis Howell2003-10-15 09:40:44 +0000
committerTravis Howell2003-10-15 09:40:44 +0000
commitf0ffea2d6417ee1aac9ad3e92ffcfd5c8c6ebbd2 (patch)
tree8cd5b6f256dd6f5ed2e5e30ba36357f282b35bb3 /scumm/script_v5.cpp
parent83bf2f0e1749412792fdbf53625d78670a0dd224 (diff)
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Disable code which seems to be real cause of lock up in title screen of MI1 demos
svn-id: r10811
Diffstat (limited to 'scumm/script_v5.cpp')
-rw-r--r--scumm/script_v5.cpp16
1 files changed, 0 insertions, 16 deletions
diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp
index 3822b01d41..6271d3981c 100644
--- a/scumm/script_v5.cpp
+++ b/scumm/script_v5.cpp
@@ -1639,22 +1639,6 @@ void ScummEngine_v5::o5_putActorInRoom() {
a = derefActor(act, "o5_putActorInRoom");
- // WORKAROUND: Fix for Bug #770710
- // This fixes conflicting actor usage by two different scripts
- // in MI1 Demo (PC GID_MONKEY_EGA or Amiga GID_MONKEY_VGA). The
- // exit script for the LucasArts logo screen attempts to reset an
- // actor that has already been set up for the next scene by the
- // boot script. The fix cannot be used as a general behavior
- // because it does cause GFX glitches in other games that try to
- // do legitimate cleanup of actors that are in another room.
- // (The Indy3 "Indy at Donovan's" cutscene, for instance.)
- if (_gameId == GID_MONKEY_EGA || _gameId == GID_MONKEY_VGA) {
- if (room == 0 && a->room != _currentRoom && a->room != room && _currentRoom != room) {
- warning ("o5_putActorInRoom (%d [%d], %d) ignored", act, a->room, room);
- return;
- }
- }
-
if (a->visible && _currentRoom != room && VAR(VAR_TALK_ACTOR) == a->number) {
clearMsgQueue();
}