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-rw-r--r--engines/kyra/script_hof.cpp25
1 files changed, 17 insertions, 8 deletions
diff --git a/engines/kyra/script_hof.cpp b/engines/kyra/script_hof.cpp
index 8ab6fb9424..111d980a52 100644
--- a/engines/kyra/script_hof.cpp
+++ b/engines/kyra/script_hof.cpp
@@ -896,14 +896,23 @@ int KyraEngine_HoF::o2_updateSceneAnim(EMCState *script) {
// Raziel^.
//
// We know currently of some different animations where this happens.
- // - Where Marco is dangling from the flesh-eating plant (see bug #1923638 "HoF: Marco missing animation frames").
- // - After giving the ticket to the captain. He would move very fast (barely noticeable) onto the ship
- // without this delay.
- // - The scene after giving the sandwitch to the guards in the city. (see bug #1926838 "HoF: Animation plays too fast")
- // This scene script calls o2_delay though, but since this updates the scene animation scripts again there is no delay
- // for the animation.
- if ((stackPos(0) == 2 && _mainCharacter.sceneId == 3) || (stackPos(0) == 3 && _mainCharacter.sceneId == 33) ||
- ((stackPos(0) == 1 || stackPos(0) == 2) && _mainCharacter.sceneId == 19))
+ // - Where Marco is dangling from the flesh-eating plant (see bug
+ // #1923638 "HoF: Marco missing animation frames").
+ // - After giving the ticket to the captain. He would move very fast
+ // (barely noticeable) onto the ship without this delay.
+ // - The scene after giving the sandwitch to the guards in the city.
+ // (see bug #1926838 "HoF: Animation plays too fast")
+ // This scene script calls o2_delay though, but since this updates
+ // the scene animation scripts again there is no delay for the
+ // animation.
+ // - When the sheriff enters the jail, either to lock you up or to throw
+ // away the key. (see bug #1926838 "HoF: Animation plays too fast").
+ // Adding the workaround for the first case also fixes the second,
+ // even though stackPos(0) is different then.
+ if ((stackPos(0) == 2 && _mainCharacter.sceneId == 3) ||
+ (stackPos(0) == 3 && _mainCharacter.sceneId == 33) ||
+ ((stackPos(0) == 1 || stackPos(0) == 2) && _mainCharacter.sceneId == 19) ||
+ (stackPos(0) = 1 && _mainCharacter.sceneId == 27))
_sceneSpecialScriptsTimer[_lastProcessedSceneScript] = _system->getMillis() + _tickLength * 6;
_specialSceneScriptRunFlag = false;