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authorTorbjörn Andersson2005-07-09 13:21:21 +0000
committerTorbjörn Andersson2005-07-09 13:21:21 +0000
commitf7a6729a01ce8c07dddf4a7f7c0b25f8690e2c1a (patch)
treed14d72b8cc3acabeb0877fd00a0f358f01812306 /sword2/mouse.cpp
parent866d3e3db357293aea3e70a55b3944bf3dccd5ac (diff)
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This should really be two or three different commits, but I'm too lazy for
that: * Re-worked the elevator script bug workaround so that it's more consistent with the other two script bug workarounds. * Some renamings to make it more clear that game events and input events are two completely different things. * Added function for clearing pending input events, and used that to fix an annoying keyboard repeat bug when closing the debug console. (The console would keep re-opening because the key press to open it kept repeating even though the key had been released.) svn-id: r18522
Diffstat (limited to 'sword2/mouse.cpp')
-rw-r--r--sword2/mouse.cpp16
1 files changed, 1 insertions, 15 deletions
diff --git a/sword2/mouse.cpp b/sword2/mouse.cpp
index 176ae7579a..c12258c07b 100644
--- a/sword2/mouse.cpp
+++ b/sword2/mouse.cpp
@@ -794,21 +794,7 @@ void Mouse::normalMouse() {
Logic::_scriptVars[EXIT_CLICK_ID] = 0;
Logic::_scriptVars[EXIT_FADING] = 0;
- // WORKAROUND: Examining the lift while at the top of the
- // pyramid causes the game to hang.
- //
- // Actually, what happens is that the elevator's click handler
- // (action script 2) disables the mouse cursor. Then it checks
- // if the user clicked the left button, in which case it
- // triggers the "going down" animation.
- //
- // If the user didn't click the left button, the script will
- // terminate. With the mouse cursor still disabled. Ouch!
-
- if (_mouseTouching == 2773 && !Logic::_scriptVars[LEFT_BUTTON]) {
- warning("Working around elevator script bug");
- } else
- _vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
+ _vm->_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
byte buf1[NAME_LEN], buf2[NAME_LEN];