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authorTorbjörn Andersson2005-04-13 06:30:41 +0000
committerTorbjörn Andersson2005-04-13 06:30:41 +0000
commit75f6aa850b5218692b21ef45f35ecf7540d68806 (patch)
tree96c107168f5c1e35c4acc9e7b1810d2478f6661e /scumm/verbs.cpp
parentc9388604a339bdc560534c93901ea9984e329729 (diff)
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Fixed Indy 3 fighting in the "Passport to Adventure" demo. Apparently it
expects the same keyboard mapping as FOA does. svn-id: r17578
Diffstat (limited to 'scumm/verbs.cpp')
-rw-r--r--scumm/verbs.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/scumm/verbs.cpp b/scumm/verbs.cpp
index bca8751687..d48e1ba3b9 100644
--- a/scumm/verbs.cpp
+++ b/scumm/verbs.cpp
@@ -369,10 +369,12 @@ void ScummEngine::checkExecVerbs() {
}
}
- if (_gameId == GID_INDY4 && _mouseButStat >= '0' && _mouseButStat <= '9') {
+ if ((_gameId == GID_INDY4 || _gameId == GID_PASS) && _mouseButStat >= '0' && _mouseButStat <= '9') {
// To support keyboard fighting in FOA, we need to remap the number keys.
// FOA apparently expects PC scancode values (see script 46 if you want
- // to know where I got these numbers from).
+ // to know where I got these numbers from). Oddly enough, the The Indy 3
+ // part of the "Passport to Adventure" demo expects the same keyboard
+ // mapping, even though the full game doesn't.
static const int numpad[10] = {
'0',
335, 336, 337,