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-rw-r--r--engines/scumm/imuse/imuse.cpp26
1 files changed, 1 insertions, 25 deletions
diff --git a/engines/scumm/imuse/imuse.cpp b/engines/scumm/imuse/imuse.cpp
index 1da6bdf627..0e21e9a24b 100644
--- a/engines/scumm/imuse/imuse.cpp
+++ b/engines/scumm/imuse/imuse.cpp
@@ -962,8 +962,6 @@ void IMuseInternal::handle_marker(uint id, byte data) {
_trigger_count--;
_queue_cleared = false;
do {
- bool skip_cmd = false;
-
pos = (pos + 1) % ARRAYSIZE(_cmd_queue);
if (_queue_pos == pos)
break;
@@ -972,29 +970,7 @@ void IMuseInternal::handle_marker(uint id, byte data) {
break;
_queue_end = pos;
- // WORKAROUND for bug #1324106. When playing the "flourishes"
- // as Rapp's body appears from his ashes, MI2 sets up a trigger
- // to pause the music, in case the animation plays too slowly,
- // and then the music is manually unpaused for the next part of
- // the animation.
- //
- // However, with ScummVM the animation finishes slightly too
- // quickly instead, and the pause command is run *after* the
- // unpause, so the whole thing is thrown out of sync. I think
- // we can assume that any platform running ScummVM is fast
- // enough to keep up with the animation here, so ignore the
- // pause command.
- //
- // Since setting up a trigger is a multi-step operation (first
- // the trigger, and then the commands), it's probably easiest
- // to catch it here.
-
- if (_game_id == GID_MONKEY2 && p[0] == 262 && p[1] == 183 && p[2] == 0) {
- skip_cmd = true;
- }
-
- if (!skip_cmd)
- doCommand_internal(p[0], p[1], p[2], p[3], p[4], p[5], p[6], 0);
+ doCommand_internal(p[0], p[1], p[2], p[3], p[4], p[5], p[6], 0);
if (_queue_cleared)
return;