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-rw-r--r--engines/titanic/game/head_slot.cpp15
1 files changed, 10 insertions, 5 deletions
diff --git a/engines/titanic/game/head_slot.cpp b/engines/titanic/game/head_slot.cpp
index f8a65715ad..7028e14659 100644
--- a/engines/titanic/game/head_slot.cpp
+++ b/engines/titanic/game/head_slot.cpp
@@ -23,6 +23,7 @@
#include "titanic/game/head_slot.h"
#include "titanic/core/project_item.h"
#include "titanic/game/brain_slot.h"
+#include "titanic/game_manager.h"
namespace Titanic {
@@ -139,11 +140,15 @@ bool CHeadSlot::LoadSuccessMsg(CLoadSuccessMsg *msg) {
bool CHeadSlot::TimerMsg(CTimerMsg *msg) {
if (compareViewNameTo("Titania.Node 15.S") && CBrainSlot::_numAdded == 5
&& _occupied) {
- if (_senseState == "Working" && !_workingFlag) {
- playMovie(_frameNum2, _frameNum3, 0);
- _workingFlag = true;
- } else if (_senseState == "Random") {
- playMovie(_frameNum2, _frameNum4, 0);
+ // WORKAROUND: Fix original bug where returning to Titania closeup when all the brain slots
+ // were inserted in an incorrect order, would result in endless busy cursor
+ if (getGameManager()->_gameState._mode != GSMODE_CUTSCENE) {
+ if (_senseState == "Working" && !_workingFlag) {
+ playMovie(_frameNum2, _frameNum3, 0);
+ _workingFlag = true;
+ } else if (_senseState == "Random") {
+ playMovie(_frameNum2, _frameNum4, 0);
+ }
}
}