diff options
-rw-r--r-- | engines/agi/op_cmd.cpp | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp index edbbb4e1a7..3f8630521d 100644 --- a/engines/agi/op_cmd.cpp +++ b/engines/agi/op_cmd.cpp @@ -948,7 +948,14 @@ void cmdShowMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { } } +// Seems to have been added for AGI3, at least according to PC AGI +// Space Quest 2 on Apple IIgs (using AGI ) calls it during the spaceship cutscene in the intro +// but show.mouse is never called afterwards. Game running under emulator doesn't seem to hide the mouse cursor. +// TODO: figure out, what exactly happens. Probably some hacked-in command and not related to mouse cursor for that game? void cmdHideMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { + if (getVersion() < 0x3000) + return; + // WORKAROUND: Turns off current movement that's being caused with the mouse. // This fixes problems with too many popup boxes appearing in the Amiga // Gold Rush's copy protection failure scene (i.e. the hanging scene, logic.192). @@ -990,15 +997,17 @@ void cmdFenceMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) { // HoldKey was added in 2.425 // There was no way to disable this mode until 3.098 though void cmdHoldKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if (getVersion() >= 0x2425) { - vm->_keyHoldMode = true; - } + if (getVersion() < 0x2425) + return; + + vm->_keyHoldMode = true; } void cmdReleaseKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) { - if (getVersion() >= 0x3098) { - vm->_keyHoldMode = false; - } + if (getVersion() < 0x3098) + return; + + vm->_keyHoldMode = false; } void cmdAdjEgoMoveToXY(AgiGame *state, AgiEngine *vm, uint8 *parameter) { |