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author | Torbjörn Andersson | 2003-06-10 06:41:16 +0000 |
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committer | Torbjörn Andersson | 2003-06-10 06:41:16 +0000 |
commit | c2ef3a1afb70394bcee69503762ebe9fc88599da (patch) | |
tree | 30d15ee6a9647b569148a4abb05179bd176c3638 /scumm/string.cpp | |
parent | 70fa08ab524c93c9217881bd05a3e2a62a2be2aa (diff) | |
download | scummvm-rg350-c2ef3a1afb70394bcee69503762ebe9fc88599da.tar.gz scummvm-rg350-c2ef3a1afb70394bcee69503762ebe9fc88599da.tar.bz2 scummvm-rg350-c2ef3a1afb70394bcee69503762ebe9fc88599da.zip |
CHARSET_1() should only care about talk sound effects, not ordinary ones,
when deciding whether or not to call stopTalk(). Otherwise some looping
sound effects can keep an actor talking forever.
This should fix bug #645976 ("SAM: Sam talks forever inside BOTs diner")
svn-id: r8427
Diffstat (limited to 'scumm/string.cpp')
-rw-r--r-- | scumm/string.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scumm/string.cpp b/scumm/string.cpp index 9006d90b0d..fcf9e49ff5 100644 --- a/scumm/string.cpp +++ b/scumm/string.cpp @@ -160,7 +160,7 @@ void Scumm::CHARSET_1() { if ((_gameId == GID_CMI || _gameId == GID_DIG) && (_sound->_talkChannel > 0)) return; - if (_sound->_sfxMode == 0) + if ((_sound->_sfxMode & 2) == 0) stopTalk(); return; } |