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-rw-r--r--engines/scumm/input.cpp26
1 files changed, 0 insertions, 26 deletions
diff --git a/engines/scumm/input.cpp b/engines/scumm/input.cpp
index 5bb5fd80b7..cfd263b487 100644
--- a/engines/scumm/input.cpp
+++ b/engines/scumm/input.cpp
@@ -394,7 +394,6 @@ void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
const bool cutsceneExitKeyEnabled = (VAR_CUTSCENEEXIT_KEY != 0xFF && VAR(VAR_CUTSCENEEXIT_KEY) != 0);
-#ifndef _WIN32_WCE
if (cutsceneExitKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) {
// Skip cutscene (or active SMUSH video).
if (_smushActive) {
@@ -409,31 +408,6 @@ void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
_mouseAndKeyboardStat = Common::ASCII_ESCAPE;
return;
}
-#else
- // On WinCE we've also got one special for skipping cutscenes or dialog, whatever is appropriate
- // Since _smushActive is not a member of the base case class ScummEngine::, we detect here if we're
- // playing a cutscene and skip it; else we forward the keystroke through to ScummEngine::processInput.
- if (cutsceneExitKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) {
-// FIXME: I do not quite understand why this code behaves differently on WinCE ?!?
- int bail = 1;
- if (_smushActive) {
- if (_game.id == GID_FT) {
- _insane->escapeKeyHandler();
- bail = 0;
- } else
- _smushVideoShouldFinish = true;
- }
- if ((!_smushActive && vm.cutScenePtr[vm.cutSceneStackPointer]) || _smushVideoShouldFinish) {
- abortCutscene();
- bail = 0;
- }
- if (!bail) {
- _mouseAndKeyboardStat = Common::ASCII_ESCAPE;
- return;
- }
-
- }
-#endif
// Fall back to V6 behavior
ScummEngine_v6::processKeyboard(lastKeyHit);